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> McGuffins?, How did you treat them in your games?
Shadow
post May 26 2006, 10:23 PM
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Why oh why didn't I take the blue pill.
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It is an excellent plot device that can create a lot of tension if it is used correctly and not over used. The two big instances where I feel it was used right was Ronin, and Mission Impossible III.

However, GM's have a tendancy to overuse it and abuse it. The instance of the case exploding was stupid. The GM new the players were going to open, and he chose to execute them.

The best use of McGuffins is when people simply do not have time to open them. Once you open them, they are no longer McGuffins. From the instant you get the case you should be on the clock with just enough time to deliver it.

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Kagetenshi
post May 26 2006, 10:31 PM
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That was one thing that I had to give MI:III credit for (well, that and taking some steps back towards the relatively cerebral original from the pure action flick second movie)—they let the MacGuffin be a MacGuffin. No explanation, no plot to set it off, no nothing within the scope of the movie.

~J
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Arethusa
post May 26 2006, 10:53 PM
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Much agreed. Though I must admit, where MI:III was an action movie, it was pretty damn good at it. The opening raid was fucking excellent.
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Grinder
post May 26 2006, 11:24 PM
Post #29


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Where does the term "MacGuffin" come from?
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Arethusa
post May 26 2006, 11:27 PM
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Hitchcock. It's something everyone wants that functions purely as an abstract plot device.
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Kanada Ten
post May 26 2006, 11:28 PM
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http://en.wikipedia.org/wiki/MacGuffin
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Shadow
post May 26 2006, 11:28 PM
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Rubbs his hands together.

It’s a term that Alfred Hitchcock coined to explain a plot device that moves a story forward but is not actually explained.
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Shrike30
post May 26 2006, 11:52 PM
Post #33


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The number of amusing things you can do with a briefcase are staggering.

Probably the best briefcase I've heard of, though, is the one where the SRs ask what's in it, and the Johnson says "Documents. Ones that are too sensitive to transmit normally."

If the SRs investigate to the point of opening it and checking out the contents, they're documents, all right... in the Usual Suspects tradition. Their character's personal history, regular hangouts, contacts, family, friends... and a little note saying "I asked you not to open the case. Call me at this number, I've got some work for you to make it up to me."

You might as well have him transporting some actual documents in the case. Otherwise your runners get pissed :P

How does the J know they opened the case? Having it be airtight (and filled with nitrogen) is a pretty good way. If he cracks it once it's delivered and something besides pure nitrogen comes out, it's been opened. If he cracks it and gets pure N2, he knows he can hire these guys to do stuff more advanced than shootups and distractions.
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eidolon
post May 27 2006, 12:06 AM
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How would you measure that only N2 was coming out? Open it in a vacuum chamber?

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Kagetenshi
post May 27 2006, 02:20 AM
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Pretty cheap to do, compared to hiring Shadowrunners.

~J
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Kanada Ten
post May 27 2006, 02:23 AM
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Of course, "pop-top" briefcases work pretty well, too. They're manufactured by Snapple.
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Kiedo
post May 27 2006, 07:03 AM
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Every Briefcase run I've tried with my group they don't even get back to the safehouse before they try to open it. That's why the last time I GMed one it was a bomb set to explode upon opening since the group had gotten a rep for looking in things the shouldn't.

Now they have a fixer with an X-ray, ultrasound, and MAD scanner. So when thier expirencing pandora syndrone they just take it to him. He charges them out the yinyang for the scans but they're stupid enough to pay to see that the briefcase has a thin lead lining that prohibits X-ray and ultrasound and the MAD scan came back negative, but it's thier dime.

I've had alot of fun with that too, once the briefcase contained a replica of the Hellraiser cube, complete with bound spirit, that manifested chains and things like that. And the sad part was one of the PC's had a skill in 20th century movies, and opened the cube. You should have seen the look on the player's face when I told him a force 9 spirit of man was not very happy with him.
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emo samurai
post May 27 2006, 08:00 AM
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Dude, how does Mr. Johnson open the briefcase, if professional criminals can't?
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hyzmarca
post May 27 2006, 10:01 AM
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QUOTE (Kiedo)
I've had alot of fun with that too, once the briefcase contained a replica of the Hellraiser cube, complete with bound spirit, that manifested chains and things like that. And the sad part was one of the PC's had a skill in 20th century movies, and opened the cube. You should have seen the look on the player's face when I told him a force 9 spirit of man was not very happy with him.

Well, depending on what continuity you go with and the character's inclinations opening the cube can be a very good thing. If you ignore the sequals and just go with the lame sequals and just use the concepts from the first two movies and The Hellbound Heart then opening the puzzle box can be a very good thing. The Cenobites grant the gift of immortality and the opportunity to experience near infinite pleasure along with near infinite suffering. For someone who is into suffering it is a darn good deal. For someone who likes pleasure and immortality two out of three ain't bad.
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James McMurray
post May 27 2006, 10:19 AM
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QUOTE (emo samurai)
Dude, how does Mr. Johnson open the briefcase, if professional criminals can't?

He probably uses the key, combination, voice analyzer, DNA sequencer, and service from the bound spirit holding the lock closed. It isn't a matter of opening the briefcase. Every box can be opened eventually. The problem is doing it undetected.
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Kagetenshi
post May 27 2006, 01:06 PM
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QUOTE (emo samurai)
Dude, how does Mr. Johnson open the briefcase, if professional criminals can't?

Dude, how does the manager open the safe, if professional criminals can't?

~J
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emo samurai
post May 27 2006, 02:43 PM
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Shouldn't runners have ways of spoofing whatever high-tech countermeasures Mr. Johnson might have?
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Kanada Ten
post May 27 2006, 03:49 PM
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Sure, which is why you give them a time limit to deliver. If they can open the case undetected and still make it on time, then that demonstrates their abilities as much (if not more) than those professionals that don't open it.

Also, the cost of opening and resealing the case can approch the cost of the job very easiliy.
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James McMurray
post May 27 2006, 08:02 PM
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Yep, they can opent he case. Like I said though, it's doing it without getting caught that can be the hard part. To use an example given above, how would the runners ever think to refill the briefcase with pure nitrogen after they opened it?
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Butterblume
post May 27 2006, 09:38 PM
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The Briefcase™ isn't just a shadowrun thing ... I did in in fantasy (Scroll, Letter, Crate), the presence (Letter, packet, storage medium, Briefcase™), and the future (Crate, chip, Briefcase™) and the far future (Crate, data crystal, etc).

Always the same, alltough the fantasy ones are normally easier to get into :P.
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James McMurray
post May 27 2006, 10:16 PM
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They can also have the hardest to find traps. Magc=ic is hard to see with the naked eye, and detection doesn't necessarily mean there's a trap, there could be a cool item ni there.
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SuperFly
post May 28 2006, 10:01 AM
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NEVER OPEN THE CASE!!
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Lindt
post May 28 2006, 07:29 PM
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QUOTE (Kagetenshi)
IPE, you mean? Or has the border between the Wired and the world broken?

SHuush... I was tired and under caffinated.

I think next time I do a briefcase run its going to be sourkraut and a heaft dose of 7-7
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hobgoblin
post May 28 2006, 07:41 PM
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QUOTE (Arethusa)
Hitchcock. It's something everyone wants that functions purely as an abstract plot device.

one day i need to read up on how he created his stories, i belive he was a master of distraction and putting down hints about things that never happend. there is even a story about him being angry at himself for one time letting a bomb go of after hinting about there being one...
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Butterblume
post May 28 2006, 07:59 PM
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Just like a good Gamemaster :love: .
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