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> How to have female players enjoy an SR Game ?
treehugger
post Jul 9 2007, 09:43 AM
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Hi all :)
Like some might have read it in other posts, i have a gaming table with half my players that are female.
My problem is that i have a hard time making the female players like Shadowrun.
In the other games i've GMed (L5R, 7thsea, Vampire to name a few), my female players seamed really to enjoy the game, but i really think it was tightly linked to the game's background.
I've noticed that they usually are interested in a few points in RPGs but they seem to be lacking in SR :

- Looks. Having a character with great look, like in historical movies, seem to be appealing for a few of my players.
While it is possible to have very "fashion" characters in SR, for some reason, they all keep a "corporate" profile, because it seems more "professional".
On another level, playing an orc, troll or dwarf isnt quite interesting in regards to their "good lookingness" ...

- Highly coloured NPCs. In the other games I ran, the campaign usually was part of a greater scheme, and so the players would meet important figures. For some reason, interaction with such characters allways appealed most of my female players.
Since shadowrun stories are usualy unconnected, at least at first sight, and do not involve recurent important NPCs (note the "usualy" there are exceptions i know), it is hard to give them this aspect in an SR game.

- Epic story. Most games i've ran where very epic, big battles, rebellions, tragedies etc ... where taking place in the stories. SR isnt epic at all. Actually, most runners are not heroïc at all, they are criminals, sometimes with ethics, but mainly hired killers or mercenaries.
It is hard for my female players to indentify themselves with this kinf od characters, not because they are "evil" (because they are not), but because they have to be selfish, greedy and hearless. I know its not an obligation for a character in SR to be that way, but for some reason they are certain they have to be that way in an SR game.

So, what must i do ?
My female players arent as found of my SR games as they where of the other games i used to run (2 of them where actually harassing me to run my other games ...)
Of course, its the beginning, and i need time to adapt my game to their wishes, but how can i give them what they really want in a game ?
All the aspects i've mentioned are hard to apply in an SR game, but maybe some of you have ideas to do it ?
Or maybe there are other aspects, unique to SR, that appeal to a lot of female players ?

Any help on the matter would be appreciated.
Ah and in case some are wondering, the male players seem to enjoy the game a lot, so while i'm probably not the best GM for SR, i suppose i can do something good with it.
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Kagetenshi
post Jul 9 2007, 09:47 AM
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Looks: play Shadowrun the way it was intended. Don't ask players if they have interesting hair, ask them which they have: a mullet or a mohawk. If a mohawk, ask them what colour. A hi-top fade is acceptable, but you may not want to offer it by name.

NPCs and Epic Story: you could run Harlequin's Back, I guess.

~J
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treehugger
post Jul 9 2007, 09:51 AM
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I cant get my hands on Harlequin's Back :(
On the "hair" subejct i dont really undestand ...
Besides, as a GM i consider i have to give my players what they need to enjoy the game.
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adamu
post Jul 9 2007, 10:03 AM
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I think you have done a pretty good job of identifying some of the things that apply to a lot of female players, but where you have gone wrong is assuming that those things cannot be applied to an SR4 game.

They ALL can.

Looks: They can play elves or humans, and the rules pretty much allow characters to be as HOT as they want. They can wear as little as they want, put as much money or magic into fashion as they care to allocate, and even if they are streeters, there are no shortage of pixie-faced urchins or buffed-out gang girls that can look real good (in conventional terms) without breaking type.

Colorful NPCs: Yikes, look through the fluff material for all manner of fancy-pants movers and shakers. You don't have to run a strict street-level corp espionage game. I've got a team searching for a missing nun, and the search so far has led to a celebrity-studded porn awards ceremony and a hardcore S&M bar in the Barrens. They have met all manner of colorful people at these locations, with more to come - and that's just one brief story arc.
Send them on a search for a sorority girl (college Greek and disgruntled professor NPCs) that joined a religious cult (Satanic fanatic and Catholic cult-buster NPCs) only to try to escape on her own but run afoul of slavers down at the docks (bloodthirsty pirates and inhabitants of wherever they took her and sold her). For recurring characters, have a rival team also after the girl - the PCs run into them periodically and become enemies but build a grudging respect.

Epic story: Easy - even if they are low powered, they can get a job in some part of the world (fluff is full of them) where there is indeed such an epic tale taking place. Allying with one or both sides can give them small, doable jobs but still let them develop relationships with major NPCs and have an interest in and impact on larger events as they unfold. Like, send them on a simple merc job to Cambodia, and while there they fall in with the naga kingdom that is fighting the government. The nagas need metahuman operatives for special missions throughout Southeast Asia.

The beauty of the SR world is that you can totally stay within canon and play literally any style of game you want.
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Sphynx
post Jul 9 2007, 10:06 AM
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Strange, I have the opposite problem. The females in my group tend to have other things to do when we play anything but Shadowrun, and in Shadowrun they're the only ones I know will show up for every session.

I think the problem is that Shadowrun is about planning and out-witting the GM. My games aren't like that, I prefer a more apocalyptic feel and often run stories in Aztlan or in some DMZ like a bug-infested Chicago where survival is a struggle, and heists are something you do to get food, not paid.

The females tend to not be so keen on thinking in a 'how to break/fix something' manner (no offense to any females). But they do like struggle and working things out. At least, that's my take on it.
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Ryu
post Jul 9 2007, 10:09 AM
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Don´t play SR as a tactics game, play up the style. Most games are very corporate, and anything that gets you noticed+remembered gets you dead. Disbelieve the consequences of a unique style and give your NPCs/PCs obvious cyberware, hair style etc. Chrome is king! Think kid stealth legs.
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Gothic Rose
post Jul 9 2007, 10:43 AM
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SR has plenty of room for awesome looks. Your players prefer a fantasy style? Let them play adepts who wear ballistic plastic armor and wield swords (weapon foci). If they like modern/future, no issues, same if they like punk...Any look can be done in SR.

NPCs: Why can't you have recurring NPCs? Hrm? Do you see the same people day after day at work, on the bus, living next door? Of course you do. Flesh out the people that your players interact with on a daily basis! BLAMMO, recurring NPCs! Plus...Dude, I mean, come on, CONTACTS. They ARE recurring NPCs. Flavo-Fy them!

Epic Story: Have the PCs foil some giant plot by AZT or get in the way of another apocalyptic cult like Winterknight was. There's PLENTY of places for epic SR! They like tech? Develop a story about what lurks in the Matrix, about technomancers and Deus! How more epic can you be than an AI that wants to become a God and in trying caused the downfall of civilization (for awhile at least)? SR is UNIQUE in that there are SO MANY different ways of telling an epic story. You can tell a Corp driven epic, a tech driven epic, a magic driven epic, a political epic...so on so forth.
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Lazarus
post Jul 9 2007, 10:51 AM
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Adamu pretty much nailed it with those good suggestions.

I'll just say it's all in how you play it. One thing you might want to consider is talking to your players about what they don't like about Shadowrun and what they do. Getting feedback will probably help you more then reading what we write since we're not your players. (Or are we? :wobble: )

One of the cool things about SR is that you can have either sci-fi or fantasy. It's built into the world. You just place emphasis on which one you want.

For myself my games are more professional then punk. I like playing ex-military, government spook types set in the dystopian SR world where everything is corrupt and there are no good guys or bad guys. I like gritty realism with a sprinkling of fantasy.

That being said I also like themes of personal loyalty and ethics which are a part of several of my characters and campaigns. If you don't want to run a campaign where everyone is greedy, selfish, brutal, etc then don't. Tell your players that you want to run a Hood campaign for example. You can play the opposition like typical a**holes but use it more to contrast to the players what they aren't.

Hope that helps.
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treehugger
post Jul 9 2007, 12:44 PM
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Wow a lot of nice answers :)
Lazarus, I too like the gritty realism of SR, my male players too, but it seems the female ones arent really appealed by that mood.
I dont know who said "It's not a run until you havent been fucked up twice" but my male players seems to enjoy this kind of game (and when they dont get triple crossed they dont undestand what went "wrong" ... and think they've missed something).

Regarding the appearance of characters in SR, of course you can have really "fashion" and "hot" characters, but that's not what i was thinking about. We are between 30 and 35, with kids and all, so i dont think my players would appreciate a "spring break" run (hmm btw that could be a good basis for a run ^^ ) or any kind of "teen-movie" story.
When i mention looks its more stuff like classical historic movies costumes etc ...

Anyway, i should run an "all lady" game in a few weeks, since i got that request from my girl friend that is intimidate to play with more experienced players.
I was thinking of running Queen Euphoria, since they know nothing about "Insects".
I've played it long ago, but i remember it has some "show buisness" feeling, and is quite uggly in the end.
The horror theme with bug spirits should be enjoyed by a few of them.
Anyone has other ideas of what "official story" i could GM ? (we're still in 2052 )
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hyzmarca
post Jul 9 2007, 02:15 PM
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From my experience, women love long-haired metrosexual pretty-boys in puffy shirts and pink waist-coats, particularly when they're being sexually violated by many-tentacled monsters but start to enjoy it half-way through.

For this reason, I recommend a game set in one Tirs. I quite imagine that the Elf Nations are full of long-haired metrosexual pretty-boys in puffy shirts and pink waist coats and I further imagine that these elven pretty-boys get sexually violated quite often, sometimes by Trolls and sometimes by many-tentacled supernatural critters.

As a matter of style, I suggest watching Blade Runner. Just look at the clothing lists. The most popular pieces of clothing in the entire game are long coats, which I imagine all resemble Deckard's big-ass brown coat. I prefer a Sixth World in which it appears that everyone went back in time and stole stuff from Harrison Ford's 1987 wardrobe.
Personally, I recommend playing up the stereotypical 80s feel and make all elves seem like sexually-ambiguous 80s glam-rockers.
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treehugger
post Jul 9 2007, 02:18 PM
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QUOTE (hyzmarca)
Personally, I recommend playing up the stereotypical 80s feel and make all elves seem like sexually-ambiguous 80s glam-rockers.

:grinbig:
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Demonseed Elite
post Jul 9 2007, 02:24 PM
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I think it's just a matter of finding what all your players have in common that they are interested in and focusing on that. Shadowrun is one of the more flexible game settings out there, since it mixes science fiction with fantasy. You can have fantasy-heavy plots, hard-core sci-fi, mystery and intrigue, gumshoe detective stories, apocalyptic modern horror, you name it. It's just a matter of finding out what they want to play.

Once you find that out, I think it would be easier for us to suggest plots or published adventures to you. Also, if you're looking for Harlequin's Back, I think it can be purchased in PDF form. That's a good epic, fantasy-heavy adventure where the players get to be heroes.

I don't know if this will be helpful, but I was once trying to explain to a gamer how to think of Shadowrun as a "sleek and sexy" game (it was a former Vampire player, they have a tendency to think in that framework) and I pointed to the television show Alias. It has hot characters, an epic plot with artifacts and mysteries, and global shadowrun-like operations every episode. Not how everyone plays their Shadowrun game, to be sure, but it helped that one person.
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Ravor
post Jul 9 2007, 03:30 PM
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Also remember that there is nothing wrong with the Pink Mohawk Crowd, so if they find being "Ice Cold Pros" stiffling, then switch gears and have them run with the other side of the isle for awhile.
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ninjajester
post Jul 9 2007, 03:53 PM
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Have em play gangers protecting their turf, which happens to include an orphanage. Gangers tend to be fairly colorful in their style choices, and protecting an orphanage should appeal to someone who doesn't enjoy playing a selfish, greedy, bastard. Have them interact frequently with some big corp guys who are trying to run everyone out of the neighborhood to build more soulless corporate buildings. Play the corp guys smart; they never get involved in direct fights with the players cuz that's what they have minions for. Once the bad guy's minions fail in trying to remove the pcs, maybe the bad guy invites them to lunch to discuss things, and the game slowly shifts from a combat oriented one to a social oriented one. Throw in a few awakened sentient creatures with agendas (vampires, drakes, dragons, nagas, etc) that may or may not coincide with the pcs' agendas, and you should have a pretty rocking game that everyone in your group will appreciate.

Plus give it time. My first session or two always tend to drag, as I'm concerned with making sure everyone understands the basic rules and how to use their characters. Plan something big for session 3 or 4, and start with a bang. A bomb in the orphanage ticking down at the same time the pcs are fighting some minions. Not only do they have to try to stop the bomb, but they also have to beat the minions and clear out the orphanage just in case...

I dunno, just some thoughts.
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jrpigman
post Jul 9 2007, 04:37 PM
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QUOTE (hyzmarca)
From my experience, women love long-haired metrosexual pretty-boys in puffy shirts and pink waist-coats, particularly when they're being sexually violated by many-tentacled monsters but start to enjoy it half-way through.

For this reason, I recommend a game set in one Tirs. I quite imagine that the Elf Nations are full of long-haired metrosexual pretty-boys in puffy shirts and paik waist coats and I further imagine that these elven pretty-boys get sexually violated quite often, sometimes by Trolls and sometime by many-tentacles supernatural critters.

Yup. You just made my sig. :rotfl:
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DuckEggBlue Omeg...
post Jul 9 2007, 04:37 PM
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QUOTE (treehugger)
- Epic story. Most games i've ran where very epic, big battles, rebellions, tragedies etc ... where taking place in the stories. SR isnt epic at all. Actually, most runners are not heroïc at all, they are criminals, sometimes with ethics, but mainly hired killers or mercenaries.
It is hard for my female players to indentify themselves with this kinf od characters, not because they are "evil" (because they are not), but because they have to be selfish, greedy and hearless. I know its not an obligation for a character in SR to be that way, but for some reason they are certain they have to be that way in an SR game.

...

My female players arent as found of my SR games as they where of the other games i used to run (2 of them where actually harassing me to run my other games ...)

Your players can't identify with 'selfish' characters, and yet, if they're not the center of the damned universe they'll start harrassing you into running another game?

That makes me smile. :D
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Adarael
post Jul 9 2007, 04:39 PM
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All of you who can't get girls as interested in Shadowrun must play with grossly different girls than most of the ones I know.

Shit, most of them are like, "Yawwwn, boring" when I mention a non-Shadowrun RPG.
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Talia Invierno
post Jul 9 2007, 05:02 PM
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I'm curious -- is mine one of the opinions you are specifically looking for, here? I have noticed the posting ratios, and I know I'm traditionally both one of the non-numerical analysts and one of the scrappers, both on-line and off. (Though if you say no: I'll understand if the world doesn't revolve around me 8) )

I'll start with Demonseed Elite's:
QUOTE
I think it's just a matter of finding what all your players have in common that they are interested in and focusing on that.  Shadowrun is one of the more flexible game settings out there, since it mixes science fiction with fantasy

because it captures the first part of an answer beautifully. Your first post, treehugger, suggests that you see SR as anything but flexible -- or, at least, flexible only within the specific frame of what you have decided SR should be. You've decided SR can only ever be a series of isolated, unconnected, gritty runs, with any structural connection (such as recurring NPCs) the exception rather than the rule. Adamu accurately identifies that your interpretations about the nature of SR are just that: interpretations, not inherent within the nature of the game.

My overall interpretation of game environment happens to be almost exactly opposite: that runs are only the spikes in a fabric that cannot but be connected and integrated, both with backstory and with what's happening here and now. In short, even if the PCs never happen to meet a specific NPC ever again, both continue to influence their environments differently than if the meeting had never happened: and so the effects of that meeting continue to reverberate through the game world. (This is probably the major reason my single biggest SR resource is my NPC-dex, cross-referenced within an inch of its life.) It could be something as simple as one NPC mentioning to another (yet to be met by the PCs) something that had stood out about one of the PCs. (If you want to play with this, at the least it creates preconception [perhaps mistakened!] about the PCs; while at the most it could be something highly relevant to both the second NPC and the PC, perhaps even something from backstory that's about to come back and bite the PC.) It could be something as major as a world-shaking NPC decision that ends up being made differently because of the actions of the PCs. (Note that the change in decision could well be the key point that brings the decision within canon -- ie, without the PCs' involvement, a key plot point might never have gone the way it did.)

Looked at a different way: small or large, people don't just forget about memorable others they have met, and consequences don't just go away.

And yes, it is much more work than just running a series of disconnected runs: but the resulting world jumps sharply in richness and a depth of interwoven PC and NPC motivation that goes deeper than "because the Johnson said so". And who knows? Maybe all your players might also find that they prefer this.

You mentioned three key points.

Looks I'll gloss over quickly, except to say that the most looks-oriented player I've ever had was very much male and straight, to the point where he took a custom Edge of "Perfect Hair". (If you've ever seen Angel, you might remember Spike's rooftop commentary on this.) Personally, I like knowing what a PC looks like because so much of our RL interaction with others is based on our looks -- I'm always the weird one out here, because I can be talking with a person for hours and later have no idea what they looked like. (I'll remember them by what they said, and how they said it.) I'm just not RL visually oriented, and thus I've had to learn from scratch the role of looks in how people -- and (N)PCs -- interact. But we generally aren't neutral toward how another person looks. Ugliness brings out either cruelty or pity in us. Beauty can tinge every encounter with sexual overtones -- and that can be one heck of a complication when you're trying to keep a relationship professional (or even on a friendship level). Austin Powers alone should have taught us that no matter anything else, the mole can dominate everything.

I resonate most with the "epic story" and "colourful NPCs" points (though I don't see the second quite the way it's been presented), so I'll expand a little on those two.

Colourful NPCs is the shorter one to explain. I'll start from this quote:
QUOTE
Since shadowrun stories are usualy unconnected, at least at first sight, and do not involve recurent important NPCs (note the "usualy" there are exceptions i know), it is hard to give them this aspect in an SR game.

because I see almost the opposite: that it's hard not to give them that aspect. In RL you don't just wipe from your memory the important-to-you people you've met, so why should that be the case in any game world? And we have the other side of exceptions -- that some might not want to ever be found again --which can create significant gaming opportunities on its own.

As to epic story:
QUOTE
SR isnt epic at all. Actually, most runners are not heroïc at all, they are criminals, sometimes with ethics, but mainly hired killers or mercenaries.

So was Conan the Barbarian. So was Indiana Jones: who works for an academic ideal which pays him. So is every single PC ever hired by a king to slay orks. Heroism is not synonymous with either ethics or who happens to pay you -- although extremes may lead to the anti-hero instead: Firefly's Malcolm Reynolds constantly teases along this tightrope -- and he's absolutely a mercenary as well, aiming always to earn at least enough to stay free. (A ship needs money to run, after all.) You don't need lofty morals to be the key mover within an epic story. In fact, you don't even have to be the key mover yourself at all. (Although that's very much one of the harder lessons to learn: more on that later.)

Epic story is something really effortless for me, but for most others it seems to run very much against the grain. So many players of both genders have commented positively on what I do, here, that I've analysed it to a point where it might be generally translatable.

First of all, by "epic" I don't mean that you're a major mover and shaker in the world right from the beginning, or perhaps ever. One of the major games I've picked up again involved a street-level campaign which never had ambitions beyond street and is just about as gritty realistic as it gets ... but which is starting to be influenced more immediately by powers beyond the street. The PCs are responding: and the response itself will draw them into a greater world, and eventually into an earth-shaking one. Epic, here, begins with a slow character realisation that the gritty realism is not the be all and end all. Epic is a gradual thing, a storyline which can pick up an average character and draw them into the great conflicts of their time. Growth is crucial: in PC power but also in what PC experience actually means -- that the character has learned a bit more about the nature of the world.

Thus, while it's not essential, I do encourage PCs to start relatively low-powered and to grow within the context of the game (rather than to begin high-powered or specialised high-powered right off). Immediately that gives a hunger within the PC, to become powerful enough not to be a constant pawn of others -- while at the same time the world widens, steadily and inexorably.

But if every game deals with so-called "epic" elements on a regular basis and then abandons them with each run: well, epic starts to become meaningless. The classic example here is Harlequin's Back. You could run it as just another run ... or you could build to it over the course of a year, elements which keep uneasily suggesting that there might be more out there than the PCs ever suspected. And then, in a planned, brilliant unveiling: you show them -- just that little. And snap the curtain shut again. If they want more, they'll have to work for it -- but too much knowledge, too, is also an uneasy thing. Quite independent of how the PCs feel within a suddenly vulnerable world, people have been killed for what they knew before now.

The model I've found most effective is one I first identified in Buffy the Vampire Slayer: the series of widening circles, so I'll use that as the example. In each case, all events happen within the confines of the current circle and can be solved there: but the net effect of all events is to draw the character into the next circle. One of the best ways of doing so is, at each circle, to pull in a single recurring threat or influence from the next step up.

In BtVS, the first circle of influence and familiarity is the high school and high school only, and introduces the outside element of a city-trapped power. The second circle is the city of Sunnydale/mayor; and introduces the outside element of a slayer from an entirely different culture. The third is the university, which (through Riley and the operatives) draws it out to a national stage. With the introduction of Glorificus, the fourth brings it to a true world-shaking level: but the outside element here is personal acceptance of death. (The fifth circle in BtVS, transcendence of death and acceptance of what it really means to be alive, may be beyond an SR scope in most games.) The sixth changes the very nature of that world, in such a way that character retirement for the first time becomes a real possibility. And the unifying elements throughout are companions and family.

Any campaign can be built in a similar series of widening circles -- but only if you don't treat each isolated run and all the elements thereof as, well, isolated.

I mentioned it earlier and I'll touch on it now: one of the trickiest campaigns to run -- but which can be one of the most satisfying -- is where the lives of the PCs are constantly intertwined with one or more of the world's great powers, until finally they come to be in a position where they can influence or otherwise cause that power to make one of the great decisions of canon. (Canon isn't just an isolated timeline of facts. NPCs chose. The interactions of their decisions created outcomes which we know as canon history.) I'll toss this one out, in case anyone is playing within that timeframe: what -- or who -- made Dunkelzahn choose to run for president: and then not survive that presidency by a day? Why this way, and no other? Even -- who, at Dunkelzahn's direction, planted the bomb (in the face of intense secret service scrutiny)?

Initially the PCs shouldn't know, of course: at the level of the first circle it's sheer coincidence (really!) that a fair number of their runs originate from the same or similar or directly opposing sources. Eventually, though, they might start suspecting a common theme -- and maybe, in the interests of remaining free, they might decide to preemptively start searching beyond the first circle. (A carefully-placed and well-crafted NPC can really make or break this part: possibly even by specifically not telling them things they've decided they need to know.) After that: well, you've shaped out your levels of circles. Let each run give bits and pieces of the greater whole of the next circle: until finally they're faced with a world-shaking decision they might not want to make -- but may have to, regardless.

There's gritty for you.
QUOTE (Sphynx)
Strange, I have the opposite problem.  The females in my group tend to have other things to do when we play anything but Shadowrun, and in Shadowrun they're the only ones I know will show up for every session.

*laugh* I have the exact opposite problem: it's a couple of the guys that are -- less than committed -- to regular playing sessions, and are instantly distractable when they they do turn up. (You might remember this from one of my two-years-ago threads.) I venture out on a limb and suggest that this isn't a gender-related thing, per se.
QUOTE (Sphynx)
The females tend to not be so keen on thinking in a 'how to break/fix something' manner (no offense to any females).  But they do like struggle and working things out.  At least, that's my take on it.

Individuals have different foci, of course. I'll assume the active SR4 group interaction threads have had wide general reading, so I'll use those as a springboard without reiterating those points. Here, I'll suggest that how to do something is important and endlessly fascinating -- witness the long long long list of spoilers (and unseen e-mails) in a certain active post-by-post game -- but why is at least as important. (And no: the answer isn't always "for the nuyen".) Focus only on one or the other, and some players will lose interest.

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Lazarus
post Jul 9 2007, 07:36 PM
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QUOTE (DuckEggBlue Omega)
Your players can't identify with 'selfish' characters, and yet, if they're not the center of the damned universe they'll start harrassing you into running another game?

That makes me smile. :D

Elephant, room, nice!
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Fix-it
post Jul 9 2007, 09:56 PM
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QUOTE (treehugger)
- Looks. Having a character with great look, like in historical movies, seem to be appealing for a few of my players.
While it is possible to have very "fashion" characters in SR, for some reason, they all keep a "corporate" profile, because it seems more "professional".
On another level, playing an orc, troll or dwarf isnt quite interesting in regards to their "good lookingness" ...

up to the players to solve this problem.

QUOTE

- Highly coloured NPCs.


this one's up to you. colorfull characters are easy. just post a thread asking for some. i'm sure the forum members will throw you some wierd ones.

the colorfull recurring characters are usually arch-villians, competition, or more importantly Contacts.

QUOTE

- Epic story. Most games i've ran where very epic, big battles, rebellions, tragedies etc ... where taking place in the stories. SR isnt epic at all. Actually, most runners are not heroïc at all, they are criminals, sometimes with ethics, but mainly hired killers or mercenaries.


this one's up to you.
just because there's no large scale battles doesn't mean it's not dramatic.

try doing something like the movies "the Usual Suspects" or "Oceans 11"

where the scenes aren't nessecarily in order, and the players need to figure out what's going on. mystery adds epic-ness-ness.

QUOTE

It is hard for my female players to indentify themselves with this kinf od characters, not because they are "evil" (because they are not), but because they have to be selfish, greedy and hearless. I know its not an obligation for a character in SR to be that way, but for some reason they are certain they have to be that way in an SR game.

So, what must i do ?
My female players arent as found of my SR games as they where of the other games i used to run (2 of them where actually harassing me to run my other games ...)
Of course, its the beginning, and i need time to adapt my game to their wishes, but how can i give them what they really want in a game ?
All the aspects i've mentioned are hard to apply in an SR game, but maybe some of you have ideas to do it ?
Or maybe there are other aspects, unique to SR, that appeal to a lot of female players ?

Any help on the matter would be appreciated.
Ah and in case some are wondering, the male players seem to enjoy the game a lot, so while i'm probably not the best GM for SR, i suppose i can do something good with it.


you can't MAKE them enjoy the game, and frankly, if they don't enjoy thier characters they need to make ones they do enjoy. you can't fix it for them.
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Wounded Ronin
post Jul 9 2007, 10:43 PM
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This thread is better than 95% of the crap on the internet written about "HOW DO ENTICE FEMALE RPGER!!!???!!!!!!" which just says something about not sexually harassing said female.

As Hyzmarca pointed out they instead want to hear about sexually ambiguous elves getting sexually harassed.
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Talia Invierno
post Jul 9 2007, 11:09 PM
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Based on the pattern of response in this thread: maybe your gender-related roleplaying issues aren't what you think they are, treehugger.
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tisoz
post Jul 9 2007, 11:09 PM
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QUOTE (treehugger)
Anyone has other ideas of what "official story" i could GM ? (we're still in 2052 )

Mercurial has the runners bodyguarding a top rock star, and has a named dragon in it.

Dreamchipper is a favorite of mine and has a scene where the runners get to attend a swank party.

Harlequin's Back is epic and puts the PCs on historical type metaplanes. One is post apocalypse, another is the Wild West with dinosaurs instead of horses and a little steampunk, there is a metaplane in the Victorian era, I think there was a metaplane involving the Arthurian legends.

One Stage Before involves the rocker Jetblack, who has taken on Elvis status, or Eddie from Eddie and the Cruisers.

Divided Assets might bring out their maternal instincts.
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knasser
post Jul 9 2007, 11:13 PM
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QUOTE (Wounded Ronin)
As Hyzmarca pointed out they instead want to hear about sexually ambiguous elves getting sexually harassed.


"They?"

It's nice to have some guidelines that enable me to gear a game towards 3+ billion people accurately.

Seriously, there are general psychological differences between the genders, but unless you're dealing with a sample size of several thousand, it's probably best to avoid any preconceptions and pay attention to what's in front of you.This thread is very useful to me as I've recently started a game and am facing the same difficulty. In this case however, one of those who need a heroic slant to the Shadowrun game, is me (a male and actually the GM). I'm very likely to swap over to an Eberron - Iron Heroes mix instead. I too am having a lot of trouble getting the feel that the group needs from Shadowrun. Right down to the aforementioned "looks" issue. It's not about perfect cheek bones... it's about... elves in pale chitin armour and celestials with wings, etc. Hard to describe, but I know what the original poster is talking about. It's an archetype thing.
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Lindt
post Jul 9 2007, 11:37 PM
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QUOTE (Fix-it)
this one's up to you. colorful characters are easy. just post a thread asking for some. I'm sure the forum members will throw you some weird ones.

the colorful recurring characters are usually arch-villains, competition, or more importantly Contacts.

We are long over due for one of these anyhow.
Im also long over die for getting a copy of Harlequin's Back.

I sent this thread to my 2 most reliable players, whom are both female. Everything here is 100% right imo.
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