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> how do i deal with over powered PCs, 18D with 7 successes
Birdy
post Jun 20 2006, 03:40 PM
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QUOTE (Rajaat99)
QUOTE (Birdy @ Jun 19 2006, 09:46 PM)
Ask yourself WHO is the problem. It may be YOU!

If the players have fun with their current characters and you have not, it's you who is the problem. Tell the players so they can find a GM that suits their interests.

Stats don't make a fun game, stories do.

A fun game is one that is well liked by the maximum amount of persons in the group. Wether Roleplay or Rollplay or something in between does not matter.

In example I HATE long planing and character development/interaction sessions. If a 4-6 hours session does not have at least two good action sequences, the game is boooooooring for me. If I want tedious planing and "stickling to details" I can remain at work and write some more lines of code.

I have my fair share of scenarios ruined by a GM that wanted to force/educate/enrichen the players "style" or by a single whiner for "roleplaying" in a group that liked the action-oriented style.
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Protagonist
post Jun 20 2006, 05:21 PM
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Perhaps send them some problems that they can't resolve with combat?

Like have an enemy screw with them socially/economically. Loved ones can be kidnapped, assests can be stolen, reputations can be ruined. Sure, there will probably be combat eventually as a result (they'll probably be just itching to kill whoever did it), but in the meantime, their dear old mum is in a secure basement somewhere (or even better, put her in space!), missing half of her fingers, and if they don't want her to lose any more . . . :eek:
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Wounded Ronin
post Jun 22 2006, 11:19 PM
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QUOTE (Rajaat99)

Stats don't make a fun game, stories do.

Bwah hwah hwah, nothing makes me get bored and frustrated faster than someone reading me their 10 page long backstory.
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Smiley
post Jun 22 2006, 11:54 PM
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Hey, if your runners can reach that level of bad-assery, others can too. Why not pit them against another runner team of equal level and see if they can take it as well as they dish it? Also, megacorps assuredly employ talent of that magnitude... and enough to outnumber your team. AND they equip them with SOTA gear. :dead:
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Rajaat99
post Jun 23 2006, 03:31 AM
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QUOTE (Birdy)
QUOTE (Rajaat99 @ Jun 20 2006, 04:24 AM)

Stats don't make a fun game, stories do.

A fun game is one that is well liked by the maximum amount of persons in the group. Wether Roleplay or Rollplay or something in between does not matter.

In example I HATE long planing and character development/interaction sessions. If a 4-6 hours session does not have at least two good action sequences, the game is boooooooring for me. If I want tedious planing and "stickling to details" I can remain at work and write some more lines of code.

I have my fair share of scenarios ruined by a GM that wanted to force/educate/enrichen the players "style" or by a single whiner for "roleplaying" in a group that liked the action-oriented style.

GM: "Ok, your character wakes up."
Player 1: "Ok, I get up and start to-"
Player 2: "Yeah, I want to-"
GM: "A Ninja jumps out and attacks both of you!"
Player 1: "I grab my gun and shoot him."
Player 2: "Ah great, I cast Mind Blast."
(Combat proceeds, players win.)
Player 1: "Woh, where'd that ninja come from? I start looking to see how the Ninja got in my apartment."
Player 2: "Now that that's out of the way I call my Yakuza contact, Hamato Yoshi, maybe he knows something about these ninjas."
GM: "Ok, you start looking around and you grab your phone to call when, suddenly, a Ninja jumps out and attacks you both!"
Player 1: "What the... Oh well, I attack!"
Player 2: "Again? Alright, I'll fry him."
(Combat proceeds, players win.)
Player 1: "Wow, two Ninjas? I continue to search my place, trying to figure out how they got in."
Player 2: "I try to call my contact again."
GM: "Ok, you start looking around and you grab your phone to call when, suddenly, a Ninja jumps out and attacks you both!"
Player 1: "Yeah, time to empty my clip!"
Player 2: "Can I just make my fraggin' phone call?"
GM: "Uh... He's attacking."

Moral of the story: A good story includes aspects that all the players enjoy, including combat. Would the Lord of the Rings, or the Chronicles of Narnia, be good with no combat, no of course not. Combat can, and should, happen to further the story as a whole. Now, if everyone agrees that a good story is fight after fight, then play D&D. :D
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SL James
post Jun 23 2006, 03:57 AM
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QUOTE (Ivanhoe)
I have some fairly powerful PCs in my campaign. I wanted to show them one thing or two.

Heh. That's kind of the same thing with a PC I've been GMing recently. Now, to give you some background this PC (and her Player) are just beyond the pale to anything I've ever gamed. She's the kind of mage who years ago I wouldn't even have thought possible to exist in Shadowrun. So running a game with this mage was going to be something else for me. The original intention was to just make it intellectually curious. How would a mage with all of this power react to something like the Crash 2.0? Even more critically, the day later she'd be watching the New Revolution coup occur without doing something to stop it dead in its tracks. Part of the situation would revolve around the fact that her foremost priority was the safety of her friends and family from whatever happened on the Second and Third.

Boy did I surprise myself. First I did something really stupid just to challenge her, and in overestimating her abilities I deflated the myth a bit. But that was fun and games, and this has been about more than just that. So moving onto the events of the Third, and the various aspects of the coup I nearly killed this nigh-invulnerable PC with a barrage of gunfire from a Guardian drone using another drone as a spotter (took me a while to figure out the rules, but ... Wow. What an effect when I did.)

But more importantly, the empathy really came out during a major attack on the city itself (To say I've taken creative liberties with the post-Crash setting since SF and SR4 provided nothing of value would be an understatement) which resulted in a hell of a response to the sight and experience of having buildings explode around her (cruise missile attack, in case you were wondering).

I provided the impetus. Unfortunately, I have in this campaign tended to let the PCs do the heavy lifting of posting content. However, I will fully admit I am probably not even capable of such a post.

QUOTE
"Oh no."

"My city...."

Glass and steel and fire rain down to the street. The towering skyscrapers burst into brilliant flowers of destruction, spewing their metal and plastic guts to the ground below in deadly showers. Jacinda's automatic defenses spring to life, unbidden; a large barrier about her, and a second one covering her body. But only the first few shards have struck the outer barrier before she's instinctively tearing a hole in the pavement, narrow and deep. One moment she's moving at full speed; the next moment she is swallowed up by the earth.

She travels down, past the level of basements and sewers and even the Ork Underground. Down and down.

Down, until at last she is sitting in a little pitch-black chamber, held only by magic, some eighty meters below street level. The rock and earth is cold; it has slumbered here for some three million years without being disturbed, and it is slow to warm and greet visitors.

Jacinda pulls at astral space, forming a little fuzzy gray blob out of the cold. "Check the university, make sure it isn't damaged. Then go to Irina and make sure she is okay. If she has a message, bring it back to me here. Go. Hurry!"

The chamber shakes and shudders as rubble falls. Jacinda has dreaded this moment for two years now, but from the Wetaris. This isn't them; the city would already be awash with spirits if it were. But this destruction is exactly what she had been working to avoid, and here it is. She has failed. Failed to protect her city. Hopefully the damage will be limited to the billions of nuyen of infrastructure destroyed by the first attack and not extend further to thousands or millions of people, to the hundreds of other buildings in the city, to the institutions that make Seattle livable.

Uneven breaths echo through the chamber. Her own. Jacinda forces herself to slow her breathing; it changes from shallow and irregular to deep and steady. All right. This is unanticipated. The first step is to determine the scale of this attack and the party behind it.

Jacinda's little fairy-watcher finally arrives in the chamber. Just in time.

"Tink, survey the damage and tell me what has been destroyed and how badly. If you see any big, far-away, fast-moving objects in the sky heading for downtown, come back and tell me immediately. If you're attacked, lose the attackers--fight them only if you have to--and then come back here when you're clear."

Jacinda's fingers tighten around the pendant around her neck. For some, this might be a sign of faith. But Jacinda's pendant is not a cross; it is a ball of black obsidian trapped within an iridium cage and engraved with orichalcum runes. It is a focus, imbued with as much power as Jacinda knows how to invest in a single object. The instinct, when violence is used against those things one holds dear, is to strike back with violence, to strike back immediately with equal or greater force. That instinct is unhelpful here. It is strong, but it is unhelpful. Jacinda tucks the pendant back beneath her blouse.

They say knowledge is power. She will wait for her watchers to bring her power.

She very well could, company by company, tear the UCAS Army apart for a while utilizing raw power until something killed her. Because for as powerful as she is, there's always something more. There's always another submarine with a full complement of loaded vertical-launch cruise missiles that do more damage than the 24DN anti-ship missiles in R3. The kind of missiles that can tear a swath of unholy destruction right through the heart of downtown Seattle. The really good players of powerful PCs have impressed me because they know that they have to check their own power often just to survive what otherwise could and would come for them if they flaunted it. But even more importantly, flaunting and abusing it is so easy, and so uninteresting that the Players have found and seek out more interesting ways of challenging them intellectually as well as "How many scores of shedim can I kill in one pass?"

QUOTE (Rajaat99)
Player 1: "Woh, where'd that ninja come from? I start looking to see how the Ninja got in my apartment."

QUOTE (Dr. McNinja)
Okay. Dinosaur in my office. How could that be... The door should have been locked... Oh! And they are extinct! Dinosaurs are extinct. Dinosaur can't be in the office because it should be extinct.
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Smiley
post Jun 23 2006, 04:58 AM
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QUOTE
Player 2: "Now that that's out of the way I call my Yakuza contact, Hamato Yoshi, maybe he knows something about these ninjas."


Didn't think anyone would catch the Ninja Turtle reference, did you? :grinbig:
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Rajaat99
post Jun 25 2006, 03:30 PM
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It was the first Japanese name I could think of. :D And no, I didn't think anyone would catch it. I thought most of you would be too young, or too old.
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Rock
post Jun 25 2006, 03:39 PM
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There was something that a GM of ours did once that I hadn't even considered: Instead of placing them against something unbeatably huge like a living god type spirit, just throw a bunch of little things at them until they are worn down.

Example: Our PCs had been travelling through the seweres and stumbled onto a devil rat community. 100 dead devil rats cost us a bunch of ammo, a few wounded characters, and a drained mage. We get where we're going, and we still hadn't had time to fix our characters or replenish our ammo, and crap, it's a few squads of Lone Star on their dinner break right across the street from us. We get that taken care of at the expense of some more ammo, a few more wounds, and more fatigue for the mage. Only then do we get to start our run.

Needless to say, we got messed up on the run and it was a failure.

Our GM didn't need to do much more than throw a lot of low level threats at us and wear us down. What was it the Soviets said, quanity takes on a quality of its own?
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SL James
post Jun 25 2006, 08:34 PM
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I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.
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Tanka
post Jun 25 2006, 10:20 PM
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QUOTE (Rajaat99)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

:please:

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.
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Rock
post Jun 25 2006, 10:57 PM
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QUOTE (SL James)
I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.

Gee, we never would have thought about trying to sneak around the Lone Star guys. Never crossed our minds at all. Not once in a million years did we think about not tangling with a bunch of armed cops with radios and the ability to call for more units. Nope. Nuh huh. We just went in with guns a-blazin' for kicks.
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James McMurray
post Jun 25 2006, 11:55 PM
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QUOTE (Tanka)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

:please:

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

It could actually be the accomplishment of the players and GM instead of fault, if the goal was to have fights. :)
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SL James
post Jun 26 2006, 02:40 AM
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QUOTE (stevenrockwell)
QUOTE (SL James @ Jun 25 2006, 03:34 PM)
I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.

Gee, we never would have thought about trying to sneak around the Lone Star guys. Never crossed our minds at all. Not once in a million years did we think about not tangling with a bunch of armed cops with radios and the ability to call for more units. Nope. Nuh huh. We just went in with guns a-blazin' for kicks.

Just as I suspected.
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Tanka
post Jun 26 2006, 02:45 AM
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QUOTE (James McMurray)
QUOTE (Tanka @ Jun 25 2006, 05:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

:please:

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

It could actually be the accomplishment of the players and GM instead of fault, if the goal was to have fights. :)

Granted.

If the players and the GM want a game that's only combat, cool.

But don't go blaming the system.

I mean, D&D has combat feats! Wait, SR has combat skills! GASP! INSERT OPINIONATED NEGATIVE BLANKET STATEMENT HERE!
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Rajaat99
post Jun 26 2006, 04:56 AM
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QUOTE (Tanka @ Jun 25 2006, 10:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

:please:

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

Geez man, it was a joke. And of course WOD & Exalted are all about combat, they were made to be.
Anywho, I blame you for bad games. Yep, if a game is going badly, blame Tanka. :grinbig:
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Tanka
post Jun 26 2006, 05:21 AM
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QUOTE (Rajaat99)
QUOTE (Tanka @ Jun 25 2006, 10:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

:please:

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

Geez man, it was a joke. And of course WOD & Exalted are all about combat, they were made to be.
Anywho, I blame you for bad games. Yep, if a game is going badly, blame Tanka. :grinbig:

Then I blame you for jokes that aren't obvious. As well as sarcasm.

And puppies.
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James McMurray
post Jun 26 2006, 01:07 PM
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QUOTE (Rajaat99)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.
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Rajaat99
post Jul 2 2006, 04:49 PM
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QUOTE (James McMurray)
QUOTE (Rajaat99 @ Jun 25 2006, 11:56 PM)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.

Are you mad, of course it leans towards combat. I agree, it doesn't HAVE to be that way, but the rules definatly lean that way.
Tanaka: I get it, jokes and sarcasm are hard to protray in a written form.
And what do you have against puppies?
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James McMurray
post Jul 2 2006, 11:59 PM
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why would you think the rules lean towards combat? Is it because combat is covered in the rules? The game itself is meant to be about interactions, primarily social ones. It even tells you flat out that stories (i.e. adventures) should not be about fighting, but that fighting should be used when necessary to enhance the plot. Someone wanting to turn the majority of situations into combat will probably die at their first pack meet, prince's gathering, or cabal's meeting.

I'd love some examples about how the rules lean that way. Maybe you're right and that's just not how my group has played it, but I'm sitting here poking through my WoD collection and the only things that jump out at me as being combat oriented are the werewolf books.
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Tanka
post Jul 3 2006, 02:16 AM
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QUOTE (Rajaat99)
QUOTE (James McMurray @ Jun 26 2006, 01:07 PM)
QUOTE (Rajaat99 @ Jun 25 2006, 11:56 PM)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.

Are you mad, of course it leans towards combat. I agree, it doesn't HAVE to be that way, but the rules definatly lean that way.
Tanaka: I get it, jokes and sarcasm are hard to protray in a written form.
And what do you have against puppies?

*sigh*
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Rajaat99
post Jul 4 2006, 03:01 AM
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QUOTE (James McMurray @ Jul 2 2006, 11:59 PM)
why would you think the rules lean towards combat? Is it because combat is covered in the rules? The game itself is meant to be about interactions, primarily social ones. It even tells you flat out that stories (i.e. adventures) should not be about fighting, but that fighting should be used when necessary to enhance the plot. Someone wanting to turn the majority of situations into combat will probably die at their first pack meet, prince's gathering, or cabal's meeting.

I'd love some examples about how the rules lean that way. Maybe you're right and that's just not how my group has played it, but I'm sitting here poking through my WoD collection and the only things that jump out at me as being combat oriented are the werewolf books.

Vampire was all about the jahad, Werewolf was about fighting the Worm, Hunter was all about hunting, Exalted was all about fighting the dragon exalted, or whatever the heck they were, and Mummy was all about fighting off bad guys and the Bane Mummies. Mage you could say was all about fighting the technocrocy, but it was more about avoiding them.
Almost all of the vampiric powers are for combat, Hunter, Exalted, and Mummy are nothing but combat, I'd say the most non-combat WW game is Mage. I wasn't into Changling, or Wrath, so I don't know about those. I'm speaking of 2nd edition, old world, not the new stuff. I haven't seen the new stuff, so it is possible that we're both right.
I stopped playing WW a few years ago, but I ran a game (I attempted to make it non-combatish, but failed) and I played in several games over the years, they all broke down into rolling initiative.
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James McMurray
post Jul 4 2006, 04:25 AM
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I never played Mummy or exalted, but huge amounts of vampire disciplines were dedicated to avoiding combat and/or social situations. While a game could focus on the Jyhad, there were tonsof sourcebooks that had nothing to do with it, and many printed stories as well.
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hyzmarca
post Jul 4 2006, 04:39 AM
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Second Edition Mummy was far more combat oriented than First Ed. First Edition Mummies had some absurd world-altering munchkin scale powers. However, these powers took a very long time to use. They were really only good for campaigns that panned several centuries. It wasn't very popular. Apparently, people prefer more combat-oriented games.
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Edward
post Jul 4 2006, 07:05 AM
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18D, that has to be a bloody big gun, make it difficult to move around with it, if he takes it where he shouldn’t then SWAT will show up, just a 6-8 man team including at least one mage (with shielding if they know about the dwarf)

6D 9 successes, a spell I assume (if it’s a gun then he cant take it everywhere either).

A magician of that caliber will be hired to go up against high magical security (where anybody else would arbitrarily fail) so mages with spell defense or even shielding become more than justified. And don’t forget background count, an office that is unpleasant to work in has a background count of 1-3

To be honest I am confused how he gets 9 successes and then makes drain on a deadly spell regularly. Especially against targets worth the effort. It is rare to get the target number on a spell below 4 unless your power bolting a wage slave (so what if he can KO wage slaves) or your target has unusually low willpower. 18 casting dice is achievable of cause (skill 8 pool 8 focus 4 being a easily achieved example) but he will run out of pool fast, be unable to provide spell defense and have to deal with deadly drain (serious if its a touch spell if so show him the knife at a gunfight) so he needs 8 successes to avoid drain and if he wants 18 casting dice he isn’t going to have much left for drain.

Hell just give them a zero profile assignment.
Mr J says at the end of the meat “I want you to obtain this data but it is imperative that the target is not aware anything’s missing, if they become aware of your attack in any way you will not be paid.”

Don’t do what Muzzaro said, arbitrarily making them usles is not going to make anything fin for them.

If you cant deal with it give them one last run with a 2milion nuyen payout for each member of the party, if they succeed they get paid and retire from active running. You start a new game with new characters but they get to take pride in the fact that there characters lived to retire.


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