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> Too hard vs. too soft GMs, Where to draw the line...
Panzergeist
post Jan 23 2004, 03:36 AM
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If the enemies have expensive gear that they never actually make an attempt to use, the GM is basicly a Santa Claus. If he doesn't let you rip out enemie's cyber and sell it used, he's a grinch.
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Crusher Bob
post Jan 23 2004, 05:36 AM
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I'd normally give out break based on how 'right' the characters have done everything (based either on a procedural sense, ue good tactics, or in a story sense) this is to reward doing this right. If the characters die even when they have 'done right' they will quite possibly remember this and resent it. I've seen a few games ruined by this (exacerbated by different perceptions of what 'the right' thing to do was). If the players are expecting SR to be like Ronin, Heat, Hard Boiled, etc then in their mind, shooting alot of stuff is 'the right thing to do'

On the other hand, I'd give an 'extra penalty' to stupidity. Doing something stupid IRL might not always turn out to badly (like when you stepped off into the street without looking), but once again, you don't want to encourage such activity.

So, for me, the there is a sliding scale 'right action' makes things tend to go your way while 'wrong action' makes thing more likely to go wrong, with 'normal' action being just that.
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MrSandman666
post Jan 23 2004, 06:45 AM
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Yea, I go a similar route.
I give them a break whenever I feel it's not their fault. It really sucks when you're doing the best you can and an (un)lucky dice roll kills your character.
However, whenever the players are being stupid (like trying to shoot someone in a bar full of gangers or don't take cover in a firefight or something similar) I try to show them consequences. If they let their characters die, so be it. I say 'I try' because I hate to kill characters. Especially with newbies I tend to be a little easier on them than I should, thus resulting in a boring game and 'educating' them the wrong way (i.e. 'being stupid doesn't hurt')
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Glyph
post Jan 23 2004, 07:45 AM
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I would try to cut characters a break, but on the other hand, I don't mess with the dice. If you don't have a truly random element in the game, it loses a lot. I think there should always be a chance, even if it's just a slim one, that you can do everything right and still fail, just as I think a stupid character should be allowed to be incredibly lucky if the dice roll that way. Let logical consequences happen, but don't go overboard "rewarding" or "punishing" characters for competence or stupidity - let it take care of itself naturally, and don't worry about the little glitches - they just add more realism.
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LoseAsDirected
post Jan 23 2004, 09:22 AM
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I almost never give my players the time to rip out 'ware.. There's usually either Lone Star quick on the pursuit, or security guards.. Either way, they just don't have the time to do it..

If, however, the manage to carry off the body, then I wont stop them.. But, at best, they'll get mostly already used cyberware, possibly a bit of standard grade, and rarely a few bits of alpha.. I have, to date, allowed players to rip beta grade 'ware ONCE, and it was only a set of spurs..

I've never actually used delta against my players.

Otherwise, I'm usually pretty generous with the gear..

If they have time to search a body, they'll usually find a few weapons, some ammo, and perhaps a credstick or two (with a game average of about 500 nuyen balance).. Again, they rarely have the time to do full searches, let alone do field removal of cyberware..
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nezumi
post Jan 23 2004, 04:52 PM
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I'd say it generally depends on the group. With my little brother, they can do a lot of dumb stuff, but I'll let it slide because hey, they're young and stupid, it's what happens (although they will come away with fewer hospital bills if they're smarter). With the CP game I run of people with 10+ years of experience, the dice generally lie where they fall. They've been around long enough that that real chance of death adds an edge to the game (plus, it IS CP). I will almost always give people extra dice or modifiers for exceptionally cool/well planned things. Cyberware... sometimes. If it's all in one place, like an arm or an eyeball, they can grab it with only a minimum amount of damage. But then they're walking around with a bloody arm or eyeball. Since 90% of the ware is more integrated, the only way they're getting enough ware to sell it is if they take the body somewhere where they have a couple of hours to dissect it. Luckily, none of my players are bloody enough to start chopping off heads for headware memory and the like.

In the end, it really is what makes the game fun. The GM has to be able to appreciate what the players want (as well as what the GM wants). Personally, I enjoy playing such that death is a possibility even when I am doing everything 'right'. I don't want a garauntee, but a fair chance is fun.
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Wounded Ronin
post Jan 20 2006, 04:38 AM
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I still think the best way to get people to play SR tactically is to make them play one of the old and clunky Rainbow Six games where you planned the whole raid out beforehand, arranged your snipers, specified which rooms would be flashed, and so on. That really tends to emphasize the planning aspect and de-emphasize the "sociopaths on patrol" aspect.

The best part of doing this is that when the cops manage to kill one of the PCs you can say "Tango down!" and everyone will get it.
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Taran
post Jan 20 2006, 08:38 PM
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23rd of January? Ohshitohshitohshit I'm late how the hell did this...oh.

Wounded Ronin, you're a dead man. :P
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Mr.Platinum
post Jan 20 2006, 08:54 PM
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QUOTE (Shev)


Where can we draw the line?

I must say alot of shit like that is just common sense. The line is drawn for instance a PC takes on a NPC that they know has the reputation of being a tough ass bastard, but instead they go at them and hoplessly get out class.

The line is fine when there is common sense, but then theirs players stupidity and when that comes along they get what they deserve.
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Mr. Unpronouncea...
post Jan 20 2006, 09:13 PM
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QUOTE (BumsofTacoma @ Jan 2 2004, 10:20 AM)
Although, the drug addict ork decker in my game tried to log onin an internet cafe and do some bad things......in belvue......when I had told him the cops were sitting 5 feet away.........

I gotta ask...

How did the cops notice him doing bad things?

Datajacks and cyberdecks are common, legal items - an illegally modified cyberdeck would have to be opened up to see the extra chip(s).

There's no monitor or external sound required. So they shouldn't have seen anything that way.

So unless he was giving a running account of his actions, or if he got hit by IC (possibly drawing medically-oriented attention) or the cops were patrolling on the matrix (which wouldn't have required their physical presence) he really shouldn't have been notable.

Not as bad as "the rope wasn't attached" especially since the means of throwing a grappling hook requires the rope to be attached...but still.

edit: (wow, a real Lazarus thread, eh?)
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Wounded Ronin
post Jan 21 2006, 06:44 AM
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QUOTE (Taran)
23rd of January? Ohshitohshitohshit I'm late how the hell did this...oh.

Wounded Ronin, you're a dead man. :P

I felt that thread necromancy was appropriate when combined with a reference to an ancient "tango down" Six game.
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Critias
post Jan 21 2006, 07:04 AM
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It's from '04. Not just '05. '04.

But, I agree. Rainbow Six, Ghost Recon, whatever. There's plenty of good FPS games you can run someone through, to try and get them into the "small unit tactics can be your best friend or your worst enemy" mindset of the game.
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Kagetenshi
post Jan 21 2006, 07:51 AM
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Ok, this thread is so old that I needed about ten minutes to dig up the memory of it the first time around, but it needs to be said:
QUOTE (Shev @ a very long time ago)
Letting them get off after that kind of stupidity (and bloodthirstiness besides

Punishing your players for bloodthirstiness is wholly inappropriate. If they don't take their precautions they get caught, that's the natural way of things, but that's because they didn't keep their hands clean, not because they were bloodthirsty.

~J
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Wounded Ronin
post Jan 22 2006, 02:00 AM
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Yeah, I never really fully understood why some GMs really seem hell-bent on punishing bloodthirstyness per se, as if some vengeful Old Testament god watched over the actions of all Shadowrunners and stood ready to stack the deck of fate against them as soon as they took a single innocent life, especially in the context of a dark setting like SR where human life is devalued by the system in the first place.

I had a GM once who (admitted that he did) railroaded the whole party to death and capture because my character killed a homeless bum who was a witness to a murder we committed. He told me after the game that killing civilians would have "hell to pay". Granted, this was many years ago, and we were all relatively new at RPGs, so I don't mean this as a criticism of that individual. Still, it's an example of how in some cases GMs really seem invested in the idea that your shadowrunner, as a "professional", will utterly minimize collateral damage, even at risk to him or herself.

I would also like to point out that not all PC bloodthirstyness is necessarily going to be some kind of extension of munchkinism, since one accusation I see flung about sometimes is that a player who goes for a huge body count is only concerned with the "power" of his character and not with the "story" or whatever. I think it's very possible for a character to be aggressive and destructive but still be a well developed character. An example of this would be the character Conan in Conan the Barbarian. Conan racks up an impressive body count over the course of the film, killing others in gladitorial combat, seeking revenge against Thulsa Doom, and using tactics to slaughter Thulsa Doom's raiding party towards the end of the film. But that dosen't mean that Conan is a two-dimensional character. On the contrary, Conan represents certain philosophical ideals, concerning Zen buddhism and Nietzche, that director John Milius had adapted at that time in his life.

As http://www.barbariankeep.com/ctbds.html puts it,

QUOTE

Milius very much wanted to make the movie, and he jumped at the chance to direct it when the opportunity presented itself.  He rewrote an original screenplay drafted by Oliver Stone (in which the action takes place in a post-nuclear holocaust future) and set the story firmly in Howard’s own Hyborian Age, and meanwhile brought to the reenvisioned movie the nobility of the samurai bushido code of discipline, duty, and honor and an appreciation of German philosopher Friedrich Nietzsche’s late-Romantic era concept of the übermensch or overman.  The synthesis works well even though the idea of Conan as fascist strongman is counter to Howard’s own political sensibilities.  (Howard was an early critic of the fascism that developed between the wars in Germany and Italy, and he expressed his mistrust of such far-right doctrinism at some length in letters to H. P. Lovecraft, who was initially sympathetic to the national-socialist agenda.  A contrary, independent, and intelligent man, Howard understood immediately that an outlier such as himself would not have been particularly welcome in such lockstep, dull-normal, groupthink societies.)  So unqualified was Milius’s enthusiasm for the project that he was able to stamp the movie with his persona and create an iconography whose influence still reverberates in our popular culture.  The Wind and the Lion, which just as certainly promotes Milius’s pre-Enlightenment values, may be a more polished movie, but the echoes of Conan the Barbarian, its "That which does not kill me makes me stronger" and "Crush your enemies," its lone-gunslinger sympathies and its posturing manliness untouched by irony, have persisted for many more summers than anyone would have thought possible in 1982 when the movie was released.  John Milius caught, and continues to influence, the Zeitgeist.


Are we to say that an aggressive but introspective swordsman coming to realize his rugged individuality through the teachings of Nietzche is something that only a 12 year old powergamer would play? Are we to say that a consumate, amoral Zen professional in the manner of Golgo 13 is a forbidden character type?

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Ed Simons
post Jan 22 2006, 05:41 AM
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QUOTE (Wounded Ronin)
I had a GM once who (admitted that he did) railroaded the whole party to death and capture because my character killed a homeless bum who was a witness to a murder we committed.  He told me after the game that killing civilians would have "hell to pay".


Regardless of one’s stance on killing NPCs, condemning the whole party to death and capture because one player crossed a line the GM never made clear in the first place is appallingly bad GMing

Personally, I think killing the bum was unnecessary. (Though, of course, I don’t have the full details.) Even if he got a good look at you and wasn’t drunk/on drugs/chipfried/whatever, he wouldn’t want to go to Lone Star anyway. And if by some miracle he did and they listened to the bum, he’d never be a credible witness in court.

But probably the only group in the Shadowrun world who might care about you kacking the bum are other street bums. Lone Star is going to care about your actual target, not some unimportant SINless person. Ditto the media. Most other groups won’t even care that much. Even groups pushing for rights for the SINless (should they even exist) will just see the dead guy as a statistic not a cause for vengeance.
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Kagetenshi
post Jan 22 2006, 07:20 AM
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QUOTE (Ed Simons)
Personally, I think killing the bum was unnecessary. (Though, of course, I don’t have the full details.) Even if he got a good look at you and wasn’t drunk/on drugs/chipfried/whatever, he wouldn’t want to go to Lone Star anyway. And if by some miracle he did and they listened to the bum, he’d never be a credible witness in court.

First off, that is an awfully large number of maybes. Secondly, it doesn't matter if he's a credible witness in court—getting the investigation looking at you in the first place is plenty bad enough.

When in doubt, kill the bum.

~J
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Ed Simons
post Jan 22 2006, 07:21 PM
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Yes, it's a lot of maybes. And if even one applies (and most are probable) the bum is no threat to you.

But lets say he did get a good look at you and he was sober and he decides to go to Lone Star and they bother to listen to him and they decide he's a credible witness. How does that get the investigation looking at you?
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Critias
post Jan 22 2006, 07:27 PM
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Who says he's only gonna go to Lone Star? Who knows how the group killed, or why, or when, or over what? We're (without knowing better) assuming the murder was of a relatively innocent civilian, who was killed as part of a job... but who knows? The guy might've had Yak ties, or Mafia, or any other organization. Maybe Lone Star wouldn't've listened to a bum, but if someone's trying to see who killed the oyabun's nephew's college buddy, or something, different questions will get asked, in different ways, and to different people than LS would ask them.

Why leave the link, if there's no need to? What benefit is there to leaving the witness alive (aside from the psychotic GM who decided, after that fact, to call down the wrath of God on anyone who did anything "evil" in his professional-criminals RPG, apparently)?
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IAmMarauder
post Jan 22 2006, 08:06 PM
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What's to say the bum wasn't an undercover Lone Star, and there was a bound spirit keeping watch who tracked the runners and reported their details? It's a bit out there, but it is possible... Or maybe the voices that the bum heard in his head was a free spirit.

One thing I don't like as a GM are players with a "kill 'em all" attitude. I give my players a fair amount of freedom, but there are times they need to be kept in line. Like when they are going to a meet in an higher class area and think it necessary to take an assault rifle, or the troll decides to wander around a metahuman-unfriendly suburb wearing full combat armour (after the 5th house slammed the door in his face, they let the human character have a go).

I try to play a softer gm; if I know they can't handle a situation I tone it down, and I quite often fudge rolls to help them survive. But if they do something blatantly stupid, well, what can you do :)
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Wounded Ronin
post Jan 22 2006, 10:11 PM
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Decided to make a new thread.

EDIT: http://forums.dumpshock.com/index.php?act=...=ST&f=7&t=11601

There it is.

It concerns never fudging ever again.
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SL James
post Jan 26 2006, 09:09 AM
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QUOTE (Critias)
Why leave the link, if there's no need to? What benefit is there to leaving the witness alive (aside from the psychotic GM who decided, after that fact, to call down the wrath of God on anyone who did anything "evil" in his professional-criminals RPG, apparently)?

QUOTE (Heat)
Once it escalated into a murder one beef for all of 'em after they killed the first two guards, they didn't hesitate. Popped guard number three because... what difference does it make? Why leave a living witness?
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Critias
post Jan 26 2006, 09:33 AM
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QUOTE (IAmMarauder @ Jan 22 2006, 03:06 PM)
What's to say the bum wasn't an undercover Lone Star, and there was a bound spirit keeping watch who tracked the runners and reported their details? It's a bit out there, but it is possible... Or maybe the voices that the bum heard in his head was a free spirit.

One thing I don't like as a GM are players with a "kill 'em all" attitude. I give my players a fair amount of freedom, but there are times they need to be kept in line. Like when they are going to a meet in an higher class area and think it necessary to take an assault rifle, or the troll decides to wander around a metahuman-unfriendly suburb wearing full combat armour (after the 5th house slammed the door in his face, they let the human character have a go).

I try to play a softer gm; if I know they can't handle a situation I tone it down, and I quite often fudge rolls to help them survive. But if they do something blatantly stupid, well, what can you do :)

Firstly, I don't see how "kill a witness" and "bring an assault rifle to a high class neighborhood," or "troll wandering a known meta-unfriendly suburban area" are all that terribly linked. We're not talking "kill 'em all," here, regardless. We're talking realistically dealing with a witness, in an undeniably permament manner, after weighing the risks versus benefits of various courses of action. The witness saw you kill someone -- so why leave the witness? There's a difference between "kill 'em all" (you kick in the door, there's ten orks in a --err, ten ork gangers in a ten foot by ten foot room. Roll initiative!) and "eliminate a witness."

Second, if the bum/witness is undercover Lone Star, it just means you're screwed for damned sure, instead of worrying about a string of "maybes."

Third, what do you do with a witness, then? In your game, where you're mature and realistic enough as a GM to hold it against characters for wearing mil-spec gear into the wrong place, or toting around obvious hardware to inappropriate neighborhoods, etc....it soundsl ike you'd also be mature and realistic enough to make your group worry about witnesses. Instead of killing them, do they walk over and ask them real nicely not to tell anybody anything?
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IAmMarauder
post Jan 26 2006, 10:49 AM
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Actually, the two things weren't related... I should have put "In regards to the original topic..." at the start of the second chapter... My bad.

As for the situations being linked, in a way they are. All of them show that the team was ill-prepared... If they were prepared properly, then there would be no reason to worry about the witness. If they were doing a job, surely they would have disguises or some sort on. Also, they should have planned on things going wrong, and be reasy to deal with what's coming. Depending on what the bum has witnessed, depends on what will happen.

Then again, there are other ways of dealing with the bum... Have the teams mage cast an illusion spell, making someone look little the classic little green man. Whilst that character pretends to examine him, cover him with rum and give him the bottle. Maybe move him somewhere where he will be noticed (avoid being noticed yourself), and might get arrested for being drunk in public... Instead of worrying about his testimony, strip the credability out of it... Like they'll believe anything he says when he starts talking about the little green men).

Also, you can make the witness work for you... Drop false info. Go through the pockets of the guy you killed, and drop a lines describing how the local mob boss ain't gonna like how the job went, he wanted noone to die. Call each other by false names. Make comments saying how you'll be glad to get the disguise off and hope that those stupid cops get the wrong guys like planned... So the bum saw eveything, at least he'll take the cops on the wrong path.

Of course, it may all be a moot point depending on the situation. If the runners got jumped, it was self defense. The bums evidence backs that up. The runners may be in trouble for leaving the scene of the crime, but they will most likely just close it off, no point wasting resources tracking down someone who doesn't need arresting.... If they ambushed someone in front of a witness, well maybe they deserve whatever their going to get...


As for your last paragraph: The GM cannot make the characters do anything, except maybe regret their choices. They cannot make the choice for them, that is for the players to do. To follow up the consequences of their choices, that's for the GMs to do. Granted, once they been arrested for wearing armour in town (and had their armour seized), they will think twice about doing it again. They are still free to do it again, and the GM shouldn't stop them. The GM shouldn't even remind them, unless they can do it "in game" somehow...
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Dawnshadow
post Jan 26 2006, 04:04 PM
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Cost-benefit analysis says screw that, to put it bluntly.

2 nuyen -- no answers will be forthcoming.

Drain, cost of the bottle of rum/whatever, and you're still at risk. Long term, beyond just the trial that there's no credible testimony. You've got someone who KNOWS, even if they can't prove it. And you can bet, if they're someone that dedicated, they'll be paying attention to you. And you'll end up either with them having lots and lots of evidence over time, or having to shoot them instead.. and they're people that will be investigated. A lot, by many different interests -- the few good cops, the multitude of bad... there's reasons galore to investigate, even if there's not much evidence. You might get away clean on the hit, and then find out that he left a folder full of hard-copy in his desk drawer at the 'Star Office'.

"I wonder why Bobby got wasted the other night?"
"Probably got too close to something -- I bet he's got a good case. Think we can haggle a promotion if we can figure it out? Let's raid his desk."

Then there's the time factor. If you've been shooting, you can assume they know you're there.. and have people coming. Takes a single action to blow away the bum; takes a full turn or two to sow disinformation; takes a minute or more to convincingly discredit him as a drunk, and remove the evidence (like.. astral signatures)
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Ed Simons
post Jan 29 2006, 02:59 AM
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QUOTE (Critias)
Who says he's only gonna go to Lone Star?


Why would the bum go to anyone?

And if he did, why would they believe him?

And if they did, how would that help them find you?

QUOTE (Critias)
Why leave the link, if there's no need to?  What benefit is there to leaving the witness alive?


You’re trading some things off here. Killing the bum does guarantee that the tiny chance he had of identifying you drops to zero.

But more shots fired means more chances of someone else recognizing what the sound is and calling Lone Star. And unlike the bum, they might just have a cell phone.

Also, more shots fired means you’re spending more time at the site of the killing. That’s more time where credible witnesses might blunder into things.

Another possible consideration is whether you’re already on camera, which is pretty certain in a AAA and virtually no chance at all in a Z Zone. Analysis of the footage will tell them far more than the bum ever could. Killing him just means they have a record of you killing an additional person.

And you’re out 4 nuyen (2 if you use Deady Overdamage). :D
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