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> Loyalty and Contact Behaviour, ...my contact, my enemy
eidolon
post Oct 17 2006, 09:59 PM
Post #26


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Good to see the GM's perspective. If you'll notice, what you've said was raised as a possibility multiple times. Turns out they were right.

Still, there's no such thing as too much communication in gaming groups.

(Well, outside of things that are TMI in any situation...;))
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Kyoto Kid
post Oct 18 2006, 01:24 AM
Post #27


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[Edit] was in a crunch for time & being constantly interrupted.

...the Uneducated flaw was a central part of KK's character make up and her backstory (we also have another character who recently joined the group with the same flaw). This is a personal challenge I made for the character and I agree, she does need to find some way to compensate for it (which is part of the reason Harper was bought with such a high loyalty rating).
QUOTE (Fool)
I am trying to get kk to pay off the uneducated flaw and raise her logic above 1. since this combination of flaw and lack of logic makes it difficult for the character to do anything, even things like operate a commlink,

KK was intended to be somewhat of a technical klutz, and I was aware of the difficulties she would face in the wireless world of 2070. She does have a better than average Intuition [4] and tends to use pattern matching, mimicry, and association to figure certain things out. Simply buying off the the flaw doesn't really make much sense (particularly since it is due in part to the beatings she received from her father which did cause permanent neurological damage). What would be the more reasonable route would be to have her slowly improve her Logic attribute. This is something we discussed following the last session, and afterwards, I looked for a way to make it work (as a writer I am not into doing things arbitrarily).

To this end I decided to have KK and my hacker Violet (who has a Logic of 7 - augmented) become good friends (the two have already been on several missions together). "Behind the Scenes" & between missions, she will work with KK to help the adept become more confident and learn to cope with modern day life better. This will be reflected in part by improving her Logic attribute, and taking some basic skill in areas like Computers (which she already allocated karma towards - at double the cost of course) and other day to day technical skills.
QUOTE (Fool)
almost all of my npc's are gruff.

As I mentioned, Kelly was terribly abused both verbally and physically by her elven peers and her father during a critical part of her life. To have someone who is supposed to be be one of her most trusted friends treat her badly on a continual basis as well would most likely cause her to either withdraw and/or terminate association with said contact. I am not saying that the relationship needs to be be all hugs and kisses, just a bit more civil and supportive considering the BPs and time (in scripting the backstory) invested.
QUOTE (Fool)
In my mind, loyalty plays out on many different levels. The person who smiles at you all the time can be a backstabbing asswipe, while you're best freind can often be the biggest asshole in the world to you.

Personally speaking, If someone is constantly a jerk to me in RL, I tend not to associate with them very much. Yes, people put on facades (in the business world I run into it all the time) but I would rather have fewer however more positive and supportive freinds than hang around with someone who always brings me down. Pretty much, this is how most of my characters approach things as well.
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Kyoto Kid
post Oct 20 2006, 04:18 AM
Post #28


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...sorry that this became campaign specific. The original intent was to discuss the player's input on contacts and how much weight it had in the way the GM set the contact's persona up. Unfortunately there seem to be no hard and fast rules as to contact creation. Hopefully this will be taken up in the Runners' companion when and if it ever comes out.
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Ryu
post Oct 20 2006, 11:48 AM
Post #29


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Seems to be that the campain-specific discussion had quite positive results.

I don´t think there need to be rules for contact creation stronger than those in the core book. What needs to be stressed is the importance of contact discussion as part of GM approval.

There are two possibilities:
1.) I get only ratings and name from the player. Fine. I´m free to do what I like, as long as it fits the ratings. Friends should generally behave like friends in this regard. To indeed join the case of the fool, I unterstand his reasoning.

2.) I get name, description, personality, backstory (bullet points only. short enough for playing notes). I rate the contact based on that (or suggest modifications to make the contact work better). The list does not need to be complete, I´ll fill the gaps. Except for high-powered-and-befriended contacts, where I either get an acceptable backstory or just say "NO!".


We did something else in addition to the contact system. All players had to start the game as beginners in "the Redmond Shadow Szene" and have ties to the local Finnigan mafia clan. They know where to buy weapons, where to upgrade cyberware, who deals in what etc.. All for free. I decided how to tie them in. One is an actual made man of the mafia, one was a thief sometimes working for them... As a result of all characters knowing the same people, differences in behaviour are easier to portray. Given that contacts were predefined and infrastructure present, exactly ONE player bought contacts on her own. We consider this approach a good improvement to our previous style of play (several players of 10+ years), as it provides a strong background for the team as a whole, independend from individual histories.
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