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> Street Violence, and the consequences thereof
MaxMahem
post Jan 25 2008, 04:03 AM
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In most 'classic' Shadowrun campaigns the players play criminals for hire, which means they take on all sorts of varied tasks, many of which involve murder and death. Inevitably some of this spills out onto the streets as the players find the need to wack somebody in a public situation.

My question is, how much of this do you guys tolerate in your campaign? At what point do you drop the heavy hammer of the Star/police pursuit of the players and public awareness of the deeds they have done? I guess this is more of a setting choice as some campaigns any public deed is cause for concern and the PCs are something like 'super spies.' While in other public violence is a fact of life, and the PCs are ganger's or something. I always tried to have my campaign fall between these two extremes, in the classic Shadowrun tone.

That is the occasional public death is okay, depending upon the circumstances. Gun somebody down in Redmond (or your campaigns equivalent) and the Star/police will probably never get involved and it will never make the news. Kill someone in a better neighborhood (like Trenton) and the Star will investigate, and there will be a news blip, but little more (unless the death was spectacular in some way). Police response will be delayed. Kill some one downtown or in Bellevue and the police will respond immediately and with force.

I ask this because my last camping 'session' my players started to engage in violence in a very public way (in one case chopping a guy in two in broad daylight). Culminating in an ill thought out plan to assault an ambulance and a lack of foresight into the consequences there off. I was unsure how to respond (poor planning on my part I guess), though was planning on dropping the hammer later on in the run. We never got that part though :P

The recordings online at my podcast if you want the blow by blow, but my real questions is this? What would you guys have done? I tend to feel guilty whenever I whack a PC.
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Kalvan
post Jan 25 2008, 04:17 AM
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In all of my games, that never happened. Wacking people openly and publically is for gangers and the less sophistocated of syndicates. All of the groups I played in drew the line at deliberate wetwork of anyone other than Blood Magicians, Incect Shamans, Toxic Shamans, and anyone deliberately trying to spread VITAS, AIDS V, or HMVV. This means even deliberately offing a member of Humanis, despite the fact that only one runner at most was Human in any given team we played, is an absolute taboo.
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Ravor
post Jan 25 2008, 04:40 AM
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In a world where it is common that a wageslave in one of the better parts of town will see at least two murders, three muggings, and one rape while walking to work and the "police" are more akin to a legalized gang then law enforcement public violence is a simple fact of life ...

... Of course remember that the knife cuts both ways and that if the Runners are smart they'll make sure that their brand of violence doesn't stand out in the normal background noise of life in the sprawl.
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Siege
post Jan 25 2008, 05:01 AM
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For my group, violence was a tool, but not a form of recreation.

Wetwork was never really an issue because all the targets usually did something nasty enough to warrant our own particular sledgehammer.

For all the nuns, do-gooders and pesky reporters, contracting with the local go-gang was a helluva lot cheaper.

-Siege

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Critias
post Jan 25 2008, 06:19 AM
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It all depends on what streets you're talking about, and who got killed.
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Synner667
post Jan 25 2008, 07:38 AM
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QUOTE (MaxMahem @ Jan 25 2008, 04:03 AM)
In most 'classic' Shadowrun campaigns the players play criminals for hire, which means they take on all sorts of varied tasks, many of which involve murder and death.

No, No, No.

Not true at all..
..Unless you consider Law Enforcement, Rockstars, American Indian Tribesmen, Doc Wagon personnel or Special Forces 'criminals' ??


In fact, wetwork is generally NOT advocated as a way to succeed at anything - although people do die in gory and unpleasant styles, shadowruns where many people die is usually considered a poorly executed run and has not been the subject of ANY published SR material [apart from the Striper books, that I know of].


SR4 is quite a degeneration of SR as a whole and, unfortunately, is the most widely held view of what SR and cyberpunk is - everything is bad, killing or back-stabbing all around you is the only way to survive, etc.


Anyone who's been involved in SR before SR4, or has read all of the SR books, will know that many of the characters are NOT criminals.

Having SR as a game where the only available characters are crims'n'mercs is really limiting what is available and what can be done.


Games where the players indulge in casual violence are games where the players should expect casual violence to be indulged upon them, by people with better weapons and better skills - a game where you're not actually going to do much, because you'll probably be out of ammo and money and life before you get to do anything.

It also indicates that they can't think of a better way to do things, and their characters will not rise above gutterpunks-who-can-shoot.
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Fortune
post Jan 25 2008, 07:50 AM
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QUOTE (Synner667)
Not true at all..
..Unless you consider Law Enforcement, Rockstars, American Indian Tribesmen, Doc Wagon personnel or Special Forces 'criminals' ??

...

Anyone who's been involved in SR before SR4, or has read all of the SR books, will know that many of the characters are NOT criminals.

Having SR as a game where the only available characters are crims'n'mercs is really limiting what is available and what can be done.


Note MaxMahem's use of the word 'classic'. He even put it in quotes.
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Synner667
post Jan 25 2008, 08:05 AM
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QUOTE (Fortune @ Jan 25 2008, 07:50 AM)
QUOTE (Synner667)
Not true at all..
..Unless you consider Law Enforcement, Rockstars, American Indian Tribesmen, Doc Wagon personnel or Special Forces 'criminals' ??

...

Anyone who's been involved in SR before SR4, or has read all of the SR books, will know that many of the characters are NOT criminals.

Having SR as a game where the only available characters are crims'n'mercs is really limiting what is available and what can be done.


Note MaxMahem's use of the word 'classic'. He even put it in quotes.

And those characters don't exist in SR anymore ??

Of course they do, and SR4 is failing its background by not having them available.


My SR is NOT your SR, and that's a good thing..
..Because I'm NOT you, and we each have our preferences, and each is just as viable.
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Critias
post Jan 25 2008, 08:06 AM
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QUOTE (Synner667)
QUOTE (MaxMahem @ Jan 25 2008, 04:03 AM)
In most 'classic' Shadowrun campaigns the players play criminals for hire, which means they take on all sorts of varied tasks, many of which involve murder and death.

No, No, No.

Not true at all..
..Unless you consider Law Enforcement, Rockstars, American Indian Tribesmen, Doc Wagon personnel or Special Forces 'criminals' ??

What are you smoking?

How many old-school published adventures are aimed at rockerboys and DocWagon team members instead of professional criminals? What's the ratio of adventures appealing to a special forces operative's patriotism to take on a job, as opposed to a Johnson in the back room of a bar offering a crew of criminals money to do something? "Indian Tribesmen," really? How many games have been run dealing with day-to-day bullshit out in the NAN?

All of those are valid backgrounds for a character, but 95% of the time you see them in a Shadowrun game, they're just that -- backgrounds. A miniscule number of sourcebooks have been aimed at those archetypes, compared to the amount of source material that's out there for, y'know, shadowrunners. In "most 'classic' Shadowrun campaigns" all the zany crap you mentioned is just fluff and backstory, describing where and how various professional criminals got their chrome, their skills, and/or the chip on their shoulder.

"I used to be a cop," the grim-faced woman says as she finishes re-wiring the security panel and the team hustles past her into the once-secure facility.

"Really?" The other street samurai says as he darts past her, gear rustling and a medkit slung over one shoulder opposite his SMG, "Docwagon bought me my smartlink and wired reflexes."

"Shh," the lone, mysterious, Indian Adept hisses, angling his head and readying his bow. "Like the wolf stalking a deer, we must be silent as the hunt begins."

"I'm all set," Danny Danger says, wiping white powder off his nose and adjusting the crotch of his leather pants. "Let's rock and roll! Awright! WHOOO!"
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MaxMahem
post Jan 25 2008, 08:12 AM
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QUOTE (Synner667)
QUOTE (MaxMahem @ Jan 25 2008, 04:03 AM)
In most 'classic' Shadowrun campaigns the players play criminals for hire, which means they take on all sorts of varied tasks, many of which involve murder and death.

No, No, No.

Not true at all..
..Unless you consider law Enforcement, Rockstars, American Indian Tribesmen and Doc Wagon personnel 'criminal' ??

SR4 is quite a degeneration of SR as a whole and, unfortunately, is the most widely held view of what SR and cyberpunk is - everything is bad, killing or back-stabbing all around you is the only way to survive, etc.

Anyone who's been involved in SR before SR4, or has read all of the SR books, will know that many of the characters are NOT criminals.

Having SR as a game where the only available characters are crims'n'mercs is really limiting what is available and what can be done.

I won't argue that playing Doc Wagon workers, Cops, or rockstars isn't a legitimate way of playing shadowrun, it certainly is. But it would be untrue to say that the 'classic' method of shadowrun play has revolved around these campaign types. And by 'classic' I mean the play style defined by the published runs and adventures. With a few exceptions nearly every single one revolves around criminals for hire of one sort of another. With the killing and back-stabbing and all that entails. I haven't read all the novels, but the few I have follow this theme as well.

The very word 'Shadowrunner' implies a deniable asset, willing and able to perform deeds that their employers can't been seen doing, which almost always means breaking the law and often killing people. An, oddly enough, the game 'Shadowrun' focuses around these people. Not Doc Wagon employees or cops. Not that you can't play them if you want to.

Its also unfair to say that SR4 (as opposed to earlier editions) focus more on this then previous editions did. 4th, as far as I can tell, is no more focused on this or biased against other campaign types than any previous edition was. The rules are different to be sure, but the standard assumption that a character is a SINless criminal remains the same. Indeed in every edition since 2nd (when I started) most characters are criminals by virtue of simply existing, having illegal cyberwear and magic, not to mention their unlicensed weapons.

---

But all this is neither here no there. My campaign, for better or worse, focuses around shadowrunners. That is, part criminals for higher, part troubleshooters (find trouble, shoot it), part detective, part thug, and part super-spy. Probably a bit more on the bloodthirsty side than most. Simply because that is what we enjoy.

My question is, given those circumstances, how heavy do you come down when the PCs start flouting the law? I ask because due to a poorly thought out plan one of my PCs took off on a mad chase in a Doc Wagon Van, which ended poorly for him when the Doc Wagon VTOL and the police caught up with him. And as always after killing a PC, I feel a bit guilty. I wonder if I had brought the police down heavier on earlier acts of violence such stupidity could have been avoided.

OTOH, players are going to do stupid things no matter what you do I guess.
I'm inclined to agree with Citas here:
QUOTE
It all depends on what streets you're talking about, and who got killed.
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arathian
post Jan 25 2008, 08:46 AM
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So, chopping a guy in two or attacking an ambulance is a pretty extreme example, but violence in public can actually go unnoticed or without a police response for a surprising amount of time.

For example, take the 1993 CIA Shootings. Search Wikipedia if you want the full story, but basically a guy shot 5 people with an AK-47 in front of CIA headquarters at 8 am in the morning, and there was no armed response.

Also, based on my RL experience, even violence in public downtown does not draw an immediate response (having seen a bit myself), and a death among the transient population would probably go unnoticed for some time, or even if it is noticed be attributed to drug overdose ('cause it is like a 99% chance) until an autopsy was done.

The police presence downtown is highly variable, with a high concentration during rush hour (morning and evening), but very little at night or on weekends, mostly because there is hardly anyone downtown at all during those times. On a holiday weekend downtown Seattle is like a ghost town.

Shadowrunners are inhumanly fast, use silencers (and Seattle has a ton of ambient noise), tend to look like businessmen on the streets (at least in my game), use magic, spirit concealment, etc., so it is not out of line for them to get away with quite a bit for a while at least.

All that said, breaking and entering into any high value corporate property, or extracting a high profile individual is likely to draw a quickly escalating response.
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Method
post Jan 25 2008, 09:32 AM
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Because I'm bored...

QUOTE (SR1 page 6)
In the world of 2050, the megaplexes are monsters casting long shadows.  As shadowrunners, that's is where you live, in the cracks between the giant corporate structures.  When the megacorporations want something done but they don't want to dirty their hands, its a Shadowrun they need, and they come to you.  Though your existence is not acknowledged by any governmental or corporate database...


QUOTE (SR1 page 8 )
Shadowrun n. Any movement, action, or series of such made in carrying out plans which are illegal or quasi-legal.


While you are right about the Archetypes section containing a variety of "non-criminal" type characters (including the rocker and the tribesman), I think its highly implied that your characters are not supposed to be legit...
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Backgammon
post Jan 25 2008, 01:40 PM
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QUOTE (MaxMahem)
I ask this because my last camping 'session' my players started to engage in violence in a very public way (in one case chopping a guy in two in broad daylight). Culminating in an ill thought out plan to assault an ambulance and a lack of foresight into the consequences there off. I was unsure how to respond (poor planning on my part I guess), though was planning on dropping the hammer later on in the run. We never got that part though :P

The amount of "public violence" that 2070 society can tolerate can vary. the only thing that is important is that the GM and the players have the same understanding of it.

Two things can happen - 1) the players do some public violence and think it's no big deal while the GM thinks it is or 2) the players do some public violence and think it's a big deal and the GM thinks that too.

If you are in situation 1, stop right now. Talk to the players and make sure they understand the gravity of their act. Bringing the GM Hammer of Pain down on players that do not understand why is a sure way to create an unpleasant situation and friction between GM and Player. They'll think you are being a bully and unfair and you'll think they are being stupid.

MAKE SURE EVERYONE IS ON THE SAME WAVELENGTH.
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Moon-Hawk
post Jan 25 2008, 04:10 PM
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QUOTE (Backgammon)
Bringing the GM Hammer of Pain down on players that do not understand why is a sure way to create an unpleasant situation and friction between GM and Player. They'll think you are being a bully and unfair and you'll think they are being stupid.

MAKE SURE EVERYONE IS ON THE SAME WAVELENGTH.

QFT
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Blade
post Jan 25 2008, 04:44 PM
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QUOTE (Ravor)
In a world where it is common that a wageslave in one of the better parts of town will see at least two murders, three muggings, and one rape while walking to work

It's not the first time I read something like this. Does it come from some official book, or is it just something that gets thrown around here often?
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knasser
post Jan 25 2008, 06:30 PM
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QUOTE (Blade)
QUOTE (Ravor @ Jan 25 2008, 05:40 AM)
In a world where it is common that a wageslave in one of the better parts of town will see at least two murders, three muggings, and one rape while walking to work

It's not the first time I read something like this. Does it come from some official book, or is it just something that gets thrown around here often?


Ravor has an exceptionally dystopian take on the Shadowrun setting to the point that it is not unreasonable for a manager to kill an underperforming worker and corps keep their employees in line with large quantities of drugs.

It's not necessarily how a lot of other people play.
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djinni
post Jan 25 2008, 07:22 PM
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QUOTE (Blade)
It's not the first time I read something like this. Does it come from some official book, or is it just something that gets thrown around here often?

it just gets thrown around alot, everyone's shadowrun is different.
mine has shadowrunners afraid of ghouls
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crash2029
post Jan 25 2008, 07:35 PM
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I figured I would add my two cents here. In my game the dystopian setting of Shadowrun causes there to be a large disconnect between the concepts of law and justice. When the laws are made by subjective organizations aimed at only improving their own situations to the exclusion of the "little people" justice is a rare commodity indeed. In fact most people in my game hate the corps to some degree or another, and often secretly champion Robin Hood style runners. I mean lets face it almost everybody secretly (or not so secretly) loves it when events turn to the disadvantage of "the man." As such many of the runners in my games have quite a sense of morality that they have to rationalize when they pursue their careers. They try to help the downtrodden, but not so much as to endanger their own livelihoods. In this vein my games do not usually have a problem with gratuitous public displays of violence. When such displays do occur I levy penalties against the runner in question, however I do only insofar as the game remains fun. After all it is just a game, and one where cooperation is necessary to achieve a pleasurable outcome. In the situation of the runners chasing the ambulance and publicly bisecting a guard I probably would arrest the runner(s) and then a run to either break them out or a "repayment" to the mysterious benefactor who engineers their freedom. Anyways thats just my two cents.
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Riley37
post Jan 25 2008, 08:38 PM
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In such cases, I recommend dropping out of the usual cycle of "Player declared action, GM declares immediate result", and calling a time out. Ask the player, straight up, what their plan is, for the medium-range time frame (not IP to IP, but more how the scene will end); listen; then advise the player that this plan seems reckless and likely to result in PC fatality, and, if applicable, to endanger other PCs. Tell the player that the PC gets a bad feeling about their plan.

If you give fair warning and the player sticks to their plan - either because the player wants to test the limits of the game world (like a teenager finding out the limits of their body by going without sleep for a day or three), or because the player decides that the PC would ignore the bad feeling - then if the PC dies, the guilt is not on the GM.

If you are thinking "wow, this player is gonna get his PC killed" but you're NOT SAYING SO, then the guilt is on the GM.

See the thread a month or two back on the player who had their PC go alone into an Invae lair. The PC's body is now home to an insect spirit; the PC's soul is gone. Every post said that the GM had made the right choice for the circumstances. (Some encouraged the player to start playing the insect spirit as a new PC, but that had complications.)

There's a Shadowrun-ish novel, "Oath of Fealty" I think, in which an arcology marks certain doors with "IF YOU GO THROUGH THIS DOOR, YOU WILL DIE". And those signs are largely accurate.
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MaxMahem
post Jan 25 2008, 09:35 PM
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Wow a lot of good advice here.

QUOTE (arathian)
So, chopping a guy in two or attacking an ambulance is a pretty extreme example, but violence in public can actually go unnoticed or without a police response for a surprising amount of time.

This has been my attitude as well. The question then of course becomes, when the players do cross that line, how do you get this point across to them and how hard do you come down? I find it difficult to go from 'okay you shot those two gangers, but nothing much ever comes to it,' to, 'oh crap, you mugged an ork, the police are on your but.' My problem is police seem to an all or nothing stick for me, and I've found it difficult to slowly ratchet up the pressure they put on the players. I've got some ideas for my next run however.

QUOTE (backgammon)
The amount of "public violence" that 2070 society can tolerate can vary. the only thing that is important is that the GM and the players have the same understanding of it.

Two things can happen - 1) the players do some public violence and think it's no big deal while the GM thinks it is or 2) the players do some public violence and think it's a big deal and the GM thinks that too.

If you are in situation 1, stop right now. Talk to the players and make sure they understand the gravity of their act. Bringing the GM Hammer of Pain down on players that do not understand why is a sure way to create an unpleasant situation and friction between GM and Player. They'll think you are being a bully and unfair and you'll think they are being stupid.

Excellent advice, though I don't think miscommunication in my games has reached drastic proportions yet. By 'bringing the hammer' I ment to imply consequences for their actions (namely more trouble sneaking into the doc-wagon facility in this case) not cows from space or something. Though after saying that, I did in the end bring in a Doc Wagon HTR VSTOL and a HMG, so I guess it would be untrue to say the hammer didn't come down.

I have been loath to have such frank discussions of possible outcomes with their actions with my players for a couple reasons.
#1. I feel that it tends to limit their actions. I feel that PCs should be free to do whatever they want in the campaign, as dictated by their characters desires. Telling them the possible results of their actions tends to railroad their choices in my experience.
#2. It puts information the players shouldn't have in their hands. Players shouldn't know the results of their actions before hand. Thats why the game has dice and a GM. If the players know what will happen they can (and with my group probably will) meta-game with that information.
Thats why I have generally preferred to have the results of events dictate the setting, rather than having a frank discussion with my players about it. Though I think your right in this case some discussion or even getting my players to think some more about the consequences of their actions was probably called for. Something along the lines that 'your character knows that...'

QUOTE (Ravor)
In a world where it is common that a wageslave in one of the better parts of town will see at least two murders, three muggings, and one rape while walking to work and the "police" are more akin to a legalized gang then law enforcement public violence is a simple fact of life ...

While my campaign setting isn't quite as violent as that, it is good advice to my players which I will pass along.

QUOTE (Riley37)
In such cases, I recommend dropping out of the usual cycle of "Player declared action, GM declares immediate result", and calling a time out. Ask the player, straight up, what their plan is, for the medium-range time frame (not IP to IP, but more how the scene will end); listen; then advise the player that this plan seems reckless and likely to result in PC fatality, and, if applicable, to endanger other PCs. Tell the player that the PC gets a bad feeling about their plan.

If you give fair warning and the player sticks to their plan - either because the player wants to test the limits of the game world (like a teenager finding out the limits of their body by going without sleep for a day or three), or because the player decides that the PC would ignore the bad feeling - then if the PC dies, the guilt is not on the GM.

If you are thinking "wow, this player is gonna get his PC killed" but you're NOT SAYING SO, then the guilt is on the GM.

I agree and disagree with this. I think I would have been better served, as you said, by dropping out of the usual cycle and getting the players to take a quick time out and think. However, I dislike advising the player on the likely results of their plans beyond what their character would like know (so I only invoke this in truly outrageous situations, like taking a Bow on the subway :P). Though knowing the player involved in this incident I 'm not sure it would have mattered in the end. In this case. Another factor involved is that the PCs involved have little time to think these things out in some situations, so the players shouldn't have that much time themselves to think it out as well. Anyways the incident in questions starts up about 1:20 on the recording so you can judge for yourself.

QUOTE (Riley37)
See the thread a month or two back on the player who had their PC go alone into an Invae lair. The PC's body is now home to an insect spirit; the PC's soul is gone. Every post said that the GM had made the right choice for the circumstances. (Some encouraged the player to start playing the insect spirit as a new PC, but that had complications.)

Hmm... if I had my guess I would say that the GM of that player (who's character was possibly called Thrall) is probably an extreme genius and had no reason to doubt any of his actions ever. Except he wouldn't call insect spirits Invae because his group never ran any of the Harlequin stuff and had little interest in Earthdawn conections. But other than that you are right on. I only wish that GM had started his podcast back then so you guys could have that (very entertaining) run to listen to. :D
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deek
post Jan 25 2008, 10:18 PM
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What I have done is just apply slow pressure. My players know they don't want to get caught by any law enforcement from the start. So, if they did something like that in public, or even something a little less public, but able to be seen (basically everything can be seen), then I apply some pressure.

I do that by bringing up a newscast a runner or two hears about it. Or it gets brought up by their contacts, saying they might be getting too high profile for this sweet money run. Sometimes I bring some detectives around, just to ask a few questions, put them on the spot.

These are several things I have done to show what they did was not okay. And if I felt like they improved their outlook, tried to avoid needless murder, or struggled a bit on the next run or two, I let things blow over.

I suppose that instead of dropping the hammer, and make the police an all or nothing proposition, I apply pressure.

Heck, if all else fails, you could always start to drop the hammer and then have the Star force bribe money for a while...there are always creative ways to push or pull the players into the feel of campaign that everyone is going for.
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Pendaric
post Jan 25 2008, 10:24 PM
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I started to warm up the players to the Star being on to them by rumors of Star snitchs asking questions about them. Information brokers contacting the PC's with interesting data, about the Star having a case file that was not going away involving them, contacts remarking on the heat they pulling after the ambulance heist etc
Let them know they is a time and place to get away and they nearly missed theirs.

Edit
Ja what deek said.
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martindv
post Jan 26 2008, 01:05 AM
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QUOTE (knasser @ Jan 25 2008, 01:30 PM)
QUOTE (Blade @ Jan 25 2008, 04:44 PM)
QUOTE (Ravor @ Jan 25 2008, 05:40 AM)
In a world where it is common that a wageslave in one of the better parts of town will see at least two murders, three muggings, and one rape while walking to work

It's not the first time I read something like this. Does it come from some official book, or is it just something that gets thrown around here often?


Ravor has an exceptionally dystopian take on the Shadowrun setting to the point that it is not unreasonable for a manager to kill an underperforming worker and corps keep their employees in line with large quantities of drugs.

It's not necessarily how a lot of other people play.

Kingpin could have been a senior exec at Aztechnology

Since that is exactly how Aztechnology runs as written.


Also, I am almost certain that line comes from an early Shadowrun book.
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Fortune
post Jan 26 2008, 01:35 AM
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QUOTE (martindv @ Jan 26 2008, 12:05 PM)
Also, I am almost certain that line comes from an early Shadowrun book.

And I'm almost certain that is incorrect.
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kzt
post Jan 26 2008, 04:30 AM
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QUOTE (arathian)
For example, take the 1993 CIA Shootings. Search Wikipedia if you want the full story, but basically a guy shot 5 people with an AK-47 in front of CIA headquarters at 8 am in the morning, and there was no armed response.

That was because the brother of a friend of mine who used to park his CIA security patrol vehicle on the hill overlooking that intersection every morning got written up for wasting his time there 6 months or so before the shooting. I remember his mentioning it months before the attack. The lesson stuck.
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