Minimum team size? |
Minimum team size? |
May 19 2006, 06:03 PM
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#1
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Moving Target Group: Members Posts: 141 Joined: 12-August 05 From: Helsinki Member No.: 7,552 |
So, because it's finally reasonable to play hackers, what do you think are the minimum group sizes? First of all, in the wireless world, you need a hacker. Second of all, in the awakened world, you need a magician. Third of all, you need a gunbunny? So what do you think, is three enough? Maybe a face would be nice, but then again, you could go two in one, a face/sammie for example. The problem I'm having though, is that I only got two players. I've been thinking how to solve this, since I don't really like having a NPC in the team, they end up being faceless shooters without any personality.
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May 19 2006, 06:21 PM
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#2
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
A Cybered Hacker can make a pretty decent gun bunny too, though any dual-use character won't be quite as effective at either function as a specialized character. But when you only have two players you need more generalist characters. That probably puts face duties on the mage. Also if the charcaters have only adequate, but not exceptional combat skills it will force them to be a bit more careful and creative in their planning. Of course they will have to start with a bit lower end jobs, or you can give them extra build points for skills to round them out a bit.
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May 19 2006, 06:29 PM
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#3
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Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Spread the love between archetypes. An elf makes a pretty good Shaman / Face. you can make a decent Street Samurai / Decker or Mage / Decker since cyberware is no longer needed for decking.
Or you can do what I've done in the past: have an NPC decker. You make all his rolls ahead of time so you don't have to stop the game for it. Leave him at home so you never have to roll combat dice for him. Our group almost always uses an NPCdecker because even with the new martix rules it's easy to get into a situation where the "decker effect" kicks in and the group is standing around waiting for their computer guy to sleaze his way into the place's security. The same thing happens with astral mages scouting alone but it isn't as pronounced because there's nowhere near as many die rolls to slow things down. edit: I originally typed that elves make good shaman / mage instead of shaman / face. |
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May 19 2006, 06:31 PM
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#4
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Moving Target Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 |
Everyone in my team is a gunbunny, axebunny or combatspellbunny. So I'm stuck as the Hacker/Infiltrator/Face, which I don't really mind. I got him a dice pool of around 13 on his gun coupled with Wired Reflexes 2 he's hardly defenseless. I gave him pretty high Agility but low Strength. And with a Logic of 7 and programs at 6 he gets around 13 dice and 3 IPs in AR, also good.
I picked up the "First Impression" Quality, so with a Charisma of 4 (no enhancements), Influence group at 3, he gets 7-9 dice to convince, depending on the situation, which is not that bad. And I plan on getting tailored pheremones later, for up to a +4 bonus. I'd say you NEED a Mage and Hacker, either of those can be combined with a lower-than-average Face, and you don't need a gunbunny, just make sure the Hacker has some guns and the Mage has combat spells. |
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May 19 2006, 06:34 PM
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#5
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Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
I agree that you don't need a gunbunny. If everyone in the group is combat capable a gunbunny can actually mess things up because the GM has to decide whether to put in someone that can challenge the gunman at the risk of offing another character because of the power differential.
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May 19 2006, 06:44 PM
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#6
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Moving Target Group: Members Posts: 588 Joined: 27-February 06 Member No.: 8,316 |
I know it's not really kosher, but when our group only has three people, the two players usually get to play two characters. I tend to think that four is about the perfect size for a group. Not only does it improve the survivability of the group and improve the chances of a succesful run, but people get to advance their characters more quickly. The draw back of course is that it is difficult to switch roles between the characters. A good role player, like a good actor con get themselves around more than one role at a time- things like switching personalities. The downside is that most players don't do that. Personally when I'm running tow at once, I try but don't always succeed. it largely depends on how well I've got hte character fleshed out.
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May 19 2006, 06:52 PM
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#7
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
This is something you have to be very careful in allowing, mostly because some players can pull it off without too much disruption and others will simply ruin a game when allowed to play more than one character. Our group doesn't allow it, mostly because we have a player who thinks he can pull it off but he ends up killing the game speed by doing things like having is two character engage in long pointless conversations. He also takes forever to roll and sort dice so having him do it for two characters slows the game to a crawl. |
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May 19 2006, 06:53 PM
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#8
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Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
We've also used that method. In our groups it tends to usually end up with one of the characters having a personality attached and another character who is just some numbers to be called on when needed.
I've played in games with 6 players that used two characters each. In a way it was actually a plus because the GM could afford to not pull as many punches and if you got dropped in combat you weren't relegated to wandering off and watching TV until the fight was over. It also meant fights took a bit longer, but not by much when everyone knewt he game (it was rolemaster, so fights were fairly quick a lot of the time). |
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May 19 2006, 06:59 PM
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#9
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Moving Target Group: Members Posts: 588 Joined: 27-February 06 Member No.: 8,316 |
Yeah we only do it, generaly if there are three of us (one gm and two pcs)
Like I said it can be difficult to pull off with the characters becoming little more than flat cardboard cutouts. the other danger is if a slow player controls two characters. We haven't had any players trying to carry on a conversation with himself (as tow characters) but we;d just tell him to shut the frag up. |
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May 19 2006, 08:09 PM
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#10
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
You could easily drop the mage ;).
Your fixer gets you only jobs, where there's no magical security, or the magical security is designed for (against :D) magic intruders ... |
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May 19 2006, 08:24 PM
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#11
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Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
You cold also drop the hacker and have no electronic defenses, but neither option lends itself to suspension of disbelief. :)
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May 19 2006, 08:37 PM
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#12
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
Mages and magic are supposed to be rare, so that would be way easier then dropping electronic security ;).
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May 19 2006, 09:05 PM
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#13
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
I think two is the minimum for a runner team (not necessarily a hacker or a magician). Dropping Hacking and Magic is not really a problem, since it just changes the location setting. A pair that never leaves the Barrens, for example, or on an ocean based game, would not have a huge need of either. There is plenty of atypical settings to run. A game might have far more use for a magician than a hacker based in the wilds of Abathbascan Council, while one set fully inside a Shiawase arcology would be the opposite.
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May 19 2006, 09:07 PM
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#14
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
I think a team of a sammy/adept (for the combat) and either a mage or a hacker are the minimum. The role of the face must be filled by one of them in this case, but that shouldn't be a problem.
A good runner team otoh would have at least three people: as above, plus a hacker. |
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May 19 2006, 09:12 PM
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#15
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...just make sure someone on the team has: A) some form of area attack (gas Grenades, Flash Bangs etc) B) Biotech [First Aid], a medkit rating 6, and full array of slap patches or the run could end real quick. Those negative modifiers add up and soon you may find your character is left with only 3 - 4 dice in her skill pool while staring down a bunch of mostly fresh grunts. |
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May 19 2006, 11:48 PM
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#16
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Gunbunny, as was said above, is really the disposable class. Hackers and Mages essentially let you interact with two planes of existence that other characters can't really handle nearly as well (or at all). Faces are useful because sometimes, you have to/want to interact with people. Gunbunnies aren't really necessary... it's not hard to give someone a fairly effective weapon skill (specialization and smartlink, stacked, is a +4 dice alone) and let them defend themselves when necessary. Gunbunnies are mostly good for turning combat into a non-challenge for the group. If the crew works hard at avoiding combat or initiating it only when they've got a solid advantage, having someone massively specced out towards killing people isn't truly necessary.
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May 20 2006, 01:39 AM
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#17
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Moving Target Group: Members Posts: 105 Joined: 20-April 06 From: La Islas de Republica de Bananas (Philippines) Member No.: 8,488 |
My group tends to use a character pool. Each PC has (on average) 3 characters (of different designs) which can be called by the fixer (or sometimes by other characters) depending on what the run needs.
Since there are about 8 full-time players, about 6-7 part-time players, and 3 of us rotate as GMs/players we sometimes end up with very large groups. On the other hand, sometimes we divide the full time players into 3 different groups so that we GMs don't have such a hard time. |
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May 20 2006, 02:56 AM
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#18
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Target Group: Members Posts: 17 Joined: 16-May 06 Member No.: 8,565 |
That sounds exhausting, I would never run a game with 8 players and each have numerous characters. |
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May 20 2006, 03:40 AM
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#19
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Moving Target Group: Members Posts: 524 Joined: 12-April 06 Member No.: 8,455 |
I can see solo teams. But fixers have to hire them for jobs that a solo can do, which usually means deep niche work--really repetitive, too (kill this guy, now kill this guy, or hack this server, now hack this server). Just about any class could run solo, but doing so profitably might be another issue, as mainstream jobs would be impossible for them.
A 2-man team is feasible, but that's really pushing it. Elf Face Adept Mage (probably not a true Face Monster until later on) plus hacker or TM with "leet haxor" and drone skills who can also shoot at least one weapon straight. Still pretty limited, probably not much infiltration, but can build an army (spirits, drones, and sprites) to bulk up and can talk their way past some problems. Still, it can give you a Butch and Sundance feel, especially at higher levels (until the Bolivian Army spoils the fun). A 3-man team gives you the first chance to put a dedicated sam or gunbunny into the mix. A 4-6 team is probably the norm, and gives you room to specialize. |
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May 20 2006, 03:45 AM
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#20
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
Solo running can also mean infiltration in a deeper sense (get a job with LowTech Security and learn their procedures - for now), or detective work (basically, fulltime legwork - really great with a two person team).
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May 20 2006, 03:53 AM
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#21
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Moving Target Group: Members Posts: 524 Joined: 12-April 06 Member No.: 8,455 |
Heh... a Remington Steele team? :P
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May 20 2006, 03:55 AM
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#22
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
There you go. Only working for the mob, fixers, and so on, rather than - You know, I watched that show all the time, along with Moonlighting, and I can't think of a single plot! Scarecrow and Miss King (?), too.
This post has been edited by Kanada Ten: May 20 2006, 03:56 AM |
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May 20 2006, 04:02 AM
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#23
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...I pretty much agree about the total gunbunny. In the last run I was on (2 players + GM) I ran two characters, Violet (a Hacker/B&E specialist) & KK4.1 (a Blade adept) while the other player brought just one character (a mage). [major edit] [Hard to deal with intricate themes when on a tight time frame. Most of my posts are made at work during breaks]. To sum things up, I thought that the three characters mentioned above actually made a fairly balanced team. Combat (particularly for Violet who unfortunately got beat up pretty bad) was a bit touch & go near the end since we ended up fighting ghouls in the underground trying to rescue Mr "J-San's" daughter, but we managed to survive & achieve the objective, and come out of it with a fairly good haul of loot. The one skill area where we did come up short was in the social group (all of the characters only having Etiquette of about 3) but KK was able to make up for it with her Knowledge of Japanese Culture, Customs, and Language. Though Gaijin, she was able to impress Mr "J-San" with her social grace and actually gained his respect. |
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May 20 2006, 04:24 AM
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#24
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Moving Target Group: Members Posts: 105 Joined: 20-April 06 From: La Islas de Republica de Bananas (Philippines) Member No.: 8,488 |
Nah, each player only brings in 1 character, the reason for the pool is for team flexibility. The GMs, playing the fixer, chooses which character/s fit the profile and contact them. The PCs (if multiple character options are offered) choose which character they will use. We don't always play together (same game) though normally we do play in the same house, but in different rooms, with each of the 3 GMs (sometimes 2, very rarely 1) running a concurrent timeline (but different mission) game. Although I remember once running a whole story-arc for 17 players (23 characters since some of the original characters bit the bullet.) |
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May 20 2006, 10:18 AM
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#25
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Moving Target Group: Members Posts: 141 Joined: 12-August 05 From: Helsinki Member No.: 7,552 |
Thanks for the response mates.
Good pointers there. Players playing multiple characters is out of question in my group, since the biggest issue is roleplaying, not playing with numbers or hunting karma. The idea of dumping mages/shamen is pretty good considering the rarity of them, but then again I really enjoy the mojo and without magic, well, we might as well be playing CP2020 ;) Characters with a bit broader base of skill will have to be the answer, even if it means the characters can't be very specialized, at least in the beginning. The good thing though is that I just got On the Run, and to me it seems a very low-level adventure, so it wouldn't harm the game that much if the characters were a bit weak. |
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