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> How much do you up the price for speed runs?
Halinn
post Sep 24 2012, 03:55 PM
Post #176


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The fairly extreme lengths that Tippy's team go to also protect their Johnson and by extension his employer. That's probably also worth a bit extra when Mr. J looks at how much of the authorized amount he feels like offering.
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DnDer
post Sep 24 2012, 09:32 PM
Post #177


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QUOTE (Midas @ Sep 24 2012, 02:35 AM) *
Exactly. The corps need a consumer market for their goods, and those consumers need money to buy the goods.

My understanding of a dystopian megacorp is not one of a huge workforce getting paid to sit around with their feet on the desk while the nanoforge pops out all the goodies the corp needs. YMMV, but in my gameworld being a wage slave is a horrible way of living, working all the hours available (not the cushy 9 to 5's that most dumpshockers seemingly assume) and being constantly shitscared that if you fall behind your peers you may be fired and thrown out of the nice safe corp enclave you and your family live in.


Thirded.

I have a friend who went to work in Japan, and reported back to me an experience just like this, even though he's a talented engineer. He spent 14 and 16 hours days just to keep even with his coworkers who were doing the same to keep even with him. He worked himself, literally, to sickness as he developed a stomach disorder that almost hospitalized him.

Imagine that "work ethic" spreading globally, and little choice except to comply because they're the only game in town to work for.

The heavy Japanese influences on cyberpunk in general, are probably there for just this reason. They were a feared economic force at one point, and this is the behind-the-curtain of why, I'm guessing.
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Midas
post Sep 25 2012, 08:43 AM
Post #178


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QUOTE (lorechaser @ Sep 24 2012, 04:15 PM) *
Spitballing: 1 He had recently screwed up, and this was his last chance to prove himself.
2 they didn't want a random team that would come from anywhere for a big payout. They wanted a known good, trustworthy team with a history from this guy. You don't just put out a message on CL to get a runner for a job like that.

Maybe it was different, but I can easily see in game reasons.

On point (2) I will say that the Connection 6 global fixer in question would be able to put the Johnson in contact with other prime runner assets from nearby cities if the runners asked the J for too much ... even if his Loyalty 6 might mean he would prefer the J to use the runners in question, biz is biz.

(The question of why/how the GM OKayed a fixer with connection and loyalty of 6 is another matter, but I am sure Tippy has a plausible explanation.)

... but point taken. I shall cease and desist.
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hermit
post Sep 25 2012, 09:40 AM
Post #179


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QUOTE
(The question of why/how the GM OKayed a fixer with connection and loyalty of 6 is another matter, but I am sure Tippy has a plausible explanation.)

The question's rather why nobody has yet thought about taking that Fixer out. A bunch of starter character NPCs should easily be able to handle this with a Tippyverse seven-digit expense account, after all. (IMG:style_emoticons/default/wink.gif) GM seems to be a right old softie.
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KarmaInferno
post Sep 25 2012, 01:43 PM
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QUOTE (Midas @ Sep 25 2012, 03:43 AM) *
(The question of why/how the GM OKayed a fixer with connection and loyalty of 6 is another matter, but I am sure Tippy has a plausible explanation.)

The majority of campaigns I have played in, and I have played in quite a few since 1st edition, have limited Loyalty or it's equivalent to about 3-4, barring special circumstances.

Missions limits it to 4, I think.

There's just not that much trust in the Shadows.



-k
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