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> Choosing Contacts, Connection Rating is the Easy Part
BluSponge
post Jan 31 2013, 07:37 PM
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How do you, as a player, go about choosing your contacts? How do you, as a gamemaster, offer choices to the player?

Do you just rifle through the Contacts section of the book and pick a couple that seem appropriate? Do you have a master list you've painstakingly created over time? Do you limit the players' options at chargen, or let them run wild with ideas/suggestions?

I've seen an "index" of Shadowrun contacts floated on the forums (SR4, IIRC), but that list is devoid of any sort of context. No sources, page numbers, or even an effort at organization.

I can easily see this as a potential bottle neck point in chargen. I don't really want to randomize it, but I imagine there has to be a better way to lead new players through this maze than, "here, choose two contacts".

Anyone have suggestions? Tricks and techniques that have become staples of your campaigns?

Thanks,
Tom
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bannockburn
post Jan 31 2013, 07:58 PM
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Well, I maintain a list of NPCs and their roles. Also what connection rating they have as well as min or max loyalty, where applicable.
I also expect my players to have fleshed out their contacts with at least a name and the kind of relationship their character has with them. If they ask for help, I make suggestions from my list after they told me of what type of connection they're thinking.
If they do it themselves and no glaring things pop up (6/6 contacts, e.g.), I accept it and go with it.
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Lionhearted
post Jan 31 2013, 08:06 PM
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Step 1) Choose a contact
Step 2) Give it a name!
Step 3) I'll make something up on the spot the first time the contact comes into play.

Having experience with improvisation theatre helps with that last part (IMG:style_emoticons/default/nyahnyah.gif)
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All4BigGuns
post Jan 31 2013, 08:09 PM
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QUOTE (bannockburn @ Jan 31 2013, 01:58 PM) *
If they do it themselves and no glaring things pop up (6/6 contacts, e.g.), I accept it and go with it.


Except that there's nothing wrong with having 6/6 contacts. Absolutely nothing whatsoever.
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bannockburn
post Jan 31 2013, 08:10 PM
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Except that's not for you to decide.
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StealthSigma
post Jan 31 2013, 08:23 PM
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QUOTE (BluSponge @ Jan 31 2013, 03:37 PM) *
How do you, as a player, go about choosing your contacts? How do you, as a gamemaster, offer choices to the player?


Generally, I first decide what I want the contact's profession would be. Then I use some funky reference for the name. For example, my sniper has a gun runner contact named "James McCullen" (G.I. Joe), a fixer named Gaff (Bladerunner), another fixed named "Richard O'Conner" (famous WW2 general), and a beat cop name "Jim Malone" (Untouchables).
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BluSponge
post Jan 31 2013, 08:27 PM
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QUOTE (All4BigGuns @ Jan 31 2013, 02:09 PM) *
Except that there's nothing wrong with having 6/6 contacts. Absolutely nothing whatsoever.


Well I wouldn't think there would be...depending on the contact. I'll toss out the whole Elder Dragon 6/6 issue I've seen pop up. I might likewise have an issue with a Mafia Don or Yakuza Boss at 6/6. I can see players abusing some aspects of this, and then complaining when you effectively negate their expensive contact due to their own character actions in play. You'd have to work hard to justify that level of relationship with me.

But now, I'm more interested in making contact selection a bit narrower, more meaningful, and faster. After all, its becoming clearer to me that its the PC's contact network that can really drive the campaign. So rather than truck out a list of 200+ different contact archetypes a player could choose from, I'd rather give them a score or less of really meaningful choices for them, plus maybe one or two wildcard contacts.

Tom
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Umidori
post Jan 31 2013, 08:33 PM
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I can understand wanting to be on the same page as a player regarding their 6/6 contact, since someone with that much inlfuence is going to be a major sort of regional player and that can affect the larger campaign dynamics, but the mere fact of a player HAVING a 6/6 contact isn't a problem.

They pay the BP or Karma, they can have any rating of connection and loyalty they like.

~Umi
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thorya
post Jan 31 2013, 08:52 PM
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Admittedly, I GM more often than I play, but I help a lot of people make characters.

A fixer is mandatory. In our games though, they're not the guy you go to for your everyday stuff. The fixer's not going to waste her time chasing down a box of ammo for you. Maybe a big ticket item.

I usually try to pick up someone on the street for info, a bartender or similar who talks to a lot of people and can hear rumors. I like bartenders because it also gives me a place to hang out and if people come looking for me over a job or to get even, I got a guy that will give me heads up beforehand.

Then I go for a family member or real close friend, preferably someone with a high loyalty and not a lot of connection. Maybe even a SINner. They're good because they ground your character and give you something beyond running. They also give you a place to go to ground and someone legit.

Then I pick up a dealer. Convenient for getting you stuff and another good source of info if you're going on the street level. Also, usually a good connection for getting in touch with some muscle, a distraction, and some other useful connections.

Then I pick up a corporate contact, for corporate info. I usually pick a lawyer or executive. The lawyer can be good if you end up in Lone Star hands and an executive might be willing to arranged something off the books.

Then it's nice to have a mechanic if you need to fix up your wheels or you want to pawn parts or scrap something from a run.
A taxi contact is nice if you need a ride out of a sticky situation without questions asked. Also great if you need to move people around, need some surveillance, or something else discreet.
Same goes for a delivery truck driver, especially good for moving big items.
A repairman, plumber, etc. is great for installing your hardware in someone else's place. No one will question if them if they are actually legit. They also can hook you up with equipment and tools that might be hard to acquire legally otherwise.
A hacker contact is good if you don't have one on your team, likewise with a magician. Usually the hacker can get you a line on burner commlinks and other electronic gear.
Ganger's are good contacts for unloading gear that your fence probably wouldn't take. They can also get you guns and drugs.
A street doc or legitimate doc you trust to fix you up.
If you have a lot of 'ware, a clinic or cyber-technician that can put more in or repair what you got and isn't going to outfit you with a new cranial bomb.

I obviously wouldn't have all of these, but I usually have 4-5 contacts. And you make more as the game goes on.
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Shortstraw
post Feb 1 2013, 12:23 AM
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When our group makes new characters we all choose the same fixer but apart from that its grab what you want.
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crazyconscript
post Feb 1 2013, 02:24 AM
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Well, I haven't managed to play in a while since I keep end up being GM for games, but I have had to help numerous players who find contacts on of the harder things to figure out on their characters (after knowledge skills)

One method I use is that at the beginning of the game, I make up a sample cross-section of different personalities and businesses that may provide ideas for contacts, or help as jump-off points for what kind of contacts to have. Each section is intended to show how any potential personality would fit into a working "neighborhood", and I find it helps players believe their characters live in a world where contacts don't just live in limbo until the character needs them. I haven't done this for all my games however, as it requires a bit of prep-work on my side making these networks of people. I usually only do it if I plan to use the NPC roster that results in the game to at least some degree.

Quick & dirty contact decisions though tend to be asking questions like:

-Who/where did your character get all that forbidden gear from?
-So, your character has an Addiction, who gives you your poison of choice?
-Character has lots of 'ware? Was it installed by a friend or by anonymous doc?
-Got a medical problem (bad allergy/eyesight/immune system etc)? Maybe their doc could be a contact!

Actually, now that I think about it, Negative Qualities and character quirks end up being great sources for reminding players what kind of contacts their characters might have via those qualities. Biased? Know policlub members! Criminal SIN? Ex-Prisonmates/guards! Positive qualities work too but negative ones can give you more interesting ways of knowing people.

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O'Ryan
post Feb 1 2013, 02:33 AM
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How many contacts do you normally take for your characters? In my group, it's a safe bet that unless they're the face the only contact is a generic fixer...
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X-Kalibur
post Feb 1 2013, 02:36 AM
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QUOTE (Umidori @ Jan 31 2013, 12:33 PM) *
I can understand wanting to be on the same page as a player regarding their 6/6 contact, since someone with that much inlfuence is going to be a major sort of regional player and that can affect the larger campaign dynamics, but the mere fact of a player HAVING a 6/6 contact isn't a problem.

They pay the BP or Karma, they can have any rating of connection and loyalty they like.

~Umi


I agree with this. Obviously the GM has final say on what is or is not allowable, but having a 6/6 shouldn't be outright banned. Not all 6/6 are going to be elder dragons or Damien Knight, and in fact, the GM should totally veto those ideas. What if the character is good friends with, say, a famous athlete or musician? Stranger things have happened and they open up good potential for runs.
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crazyconscript
post Feb 1 2013, 10:27 AM
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In my experience unless I house-rule some degree of free contact points, players end up with 2, maybe 3, contacts. Usually low level ones. Players who want to play a Face type character typically grab something between 3 and 6 different ones and tend to be the only ones to heavily invest in contacts without freebie contact points available.

Of course, if I -DO- give freebie points, they tend to become the ONLY points spend on contacts for everyone but the face.

And as for rating 6 contacts, I have never actually had a problem with it. My players rarely opt for them, and when they do it has never been 6/6 both sides. A Loyalty 6 contact is a really reliable go-to contact in their field, but is never a get-out-of-jail free card, and even if they are repeatedly abused being taken for granted may drop their rating to 5 or lower depending on player actions and how they roleplay interaction. Connection 6 I have only had featured in games at chargen once or twice, and players went in with full understanding that the more connected their contact was, the less time they would have for their character. Even a loyalty 5/6 contact wont be available to help out the PC's 24/7 if he has very high connection rating. And connection also does not translate as "free service". Higher loyalty just tend to expect favours in lieu of cash for more demanding services rendered.

The highest contact I have ever had featured in a game was I had an ex-Mafia man who maintained a L5/C6 contact in the mafia, a relatively powerful Don but not the top man. The reasons for this were richly detailed in the characters backstory and were a core concept in making the character, and it worked out well.
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thorya
post Feb 1 2013, 10:58 AM
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The other thing to remember is that contacts go both ways. You can call and ask contacts for favors, but they can call and ask you for favors. 6/6 contacts are fine in this context, even great dragons and Damien Knight. I've had some good runs come out of a contact that needs something covered up or a gang you know wants you to knock off a shipment of Ares weapons because they've got a buyer lined up.

And any favor a bartender's asking you for is going to be a hell of a lot easier than something Damien Knight wants. And the bartender's going to take it a lot better if you don't come through for him. I take anyone taking 6/6 contacts of the great dragon variety as a sign that they want to play in the big leagues.
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Lionhearted
post Feb 1 2013, 11:06 AM
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Only real problem I have with 6/6 contacts is that there's no cost of opportunity, one 6/6 cost an equal amount of points to two 3/3, despite probably being more influential then both put together.
For the record I would treat "really big fish" connections at above C6
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crazyconscript
post Feb 1 2013, 12:59 PM
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Well, Connection 6 contacts aren't intended to be playing in the world-level super-leagues. The examples on pg 88 of SR4A mention Connection 6 as being a Mafia underboss. That is a LONG way away from someone who runs even a A-rating corportation, never mind AA or AAA or even Great Dragons
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Shortstraw
post Feb 1 2013, 01:32 PM
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QUOTE (SR4A p286)
Well-connected individual who knows people all over the world,
or holds a key executive position. Examples: mob boss, corporate
executive, Mr. Johnson or fixer or fence with international ties.

Connection 6 from the table.
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crazyconscript
post Feb 1 2013, 01:33 PM
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Which still does not translate as CEO of multinational corporation/Great Dragon to my mind
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Shortstraw
post Feb 2 2013, 06:21 AM
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Wasn't arguing one way or the other just quoting the rulebook.
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_Pax._
post Feb 2 2013, 07:21 AM
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QUOTE (All4BigGuns @ Jan 31 2013, 03:09 PM) *
Except that there's nothing wrong with having 6/6 contacts. Absolutely nothing whatsoever.


Depends entirely on the table. As a GM, I reserve the right to approve or disapprove of any detail on a character's sheet, be it a contact, the rating of some gear or program, the character's metatype, or even just their choice of name.

And I'll be frank; I prefer if most or all of a character's contact have neitehr Loyalty nor Contacts above a 4 to start, maybe one contact with a single rating at 5. Definitely, I want the sum of their ratings to be 7 or less. Contact or Loyalty ratins of 6 are, in all but the most unusual of cases, "right out", period. And both together on teh same contact? Never.

You, and your table, are different. And that's fine. But remember, that just because it's legal by the rules, doesn't mean it has to be allowed by any particular GM.

After all: 7 Charisma, 7 Willpower Pixie Mystic Adepts are legal ... but there are plenty of tables that won't allow them, nonetheless.
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All4BigGuns
post Feb 2 2013, 07:33 AM
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QUOTE (_Pax._ @ Feb 2 2013, 01:21 AM) *
Depends entirely on the table. As a GM, I reserve the right to approve or disapprove of any detail on a character's sheet, be it a contact, the rating of some gear or program, the character's metatype, or even just their choice of name.

And I'll be frank; I prefer if most or all of a character's contact have neitehr Loyalty nor Contacts above a 4 to start, maybe one contact with a single rating at 5. Definitely, I want the sum of their ratings to be 7 or less. Contact or Loyalty ratins of 6 are, in all but the most unusual of cases, "right out", period. And both together on teh same contact? Never.

You, and your table, are different. And that's fine. But remember, that just because it's legal by the rules, doesn't mean it has to be allowed by any particular GM.

After all: 7 Charisma, 7 Willpower Pixie Mystic Adepts are legal ... but there are plenty of tables that won't allow them, nonetheless.


Okay...add the word inherently to it. Geez.

Though with your "sum of 7 or less", how in the heck do you expect your players to have any decent contacts that won't sell them up the river for a pittance? And a Fixer of Connection less than 6 is worthless in his role as a Fixer--this is because the whole point of his role is to put you in contact with people, and without a good base of connections, he can't do that.
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Lionhearted
post Feb 2 2013, 08:06 AM
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A fixer that doesn't have multinational connection is worthless?
Hardly, it depends on what scale the group operates at. In a single city campaign a connection 3 or 4 fixer is adequate.
and even a loyalty 1 contact wouldn't sell you off to the first chum that offered some cash, maybe to a valued contact... But professional courtesy and not ratting out your clients should be par du course, especially for a fixer that lives or dies by his rep.
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Umidori
post Feb 2 2013, 08:12 AM
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QUOTE (_Pax._ @ Feb 2 2013, 01:21 AM) *
Depends entirely on the table. As a GM, I reserve the right to approve or disapprove of any detail on a character's sheet, be it a contact, the rating of some gear or program, the character's metatype, or even just their choice of name.

With worthwhile players so often hard to find, I could scarcely imagine even contemplating disapproving something like a player's choice of character metatype or name without a damned good reason.

It might very well be the GM's prerogative (I'd not call it a right, personally) to reserve final judgement of any and all details, but I have trouble contemplating any but the most outlandish situations in which there would be an actual need for such action.

~Umi
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_Pax._
post Feb 2 2013, 08:13 AM
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QUOTE (All4BigGuns @ Feb 2 2013, 02:33 AM) *
Though with your "sum of 7 or less", how in the heck do you expect your players to have any decent contacts that won't sell them up the river for a pittance?

Connection 4, Loyalty 3. Regional ties, "acquaintance" - more than just biz, you probably hit the local watering hole for drinks together every week or so.

Connection 5, Loyalty 2. National ties, and though th relationship is pure business, you're a regular; you're not the kind of guy this contact is going to burn for "a pittance", you're as much a valuable resource to them, as they are to you (or else: why the heck are you their contact, again?).

Connection 3, Loyalty 4. Sure, their influence probably doesn't stretch much past the local neighborhood. But at loyalty four? They're not going to sell you out for anything shy of a Big Score.

Connection 2, Loyalty 5. Alright, so he's just the bartender at your local bar-of-choice. But, he's got your BACK, even in a fight. Makes his place a good choice for meets; if something bad goes down, and you dive behind the bar? He'll grab one shotgun, and toss you the other (if you're not already armed). Hes on your side, and if he's the owner, so're his bouncers.

...

Those are all plenty useful - to the right character, in the right game, under the right circumstances.

QUOTE
And a Fixer of Connection less than 6 is worthless in his role as a Fixer-

Tell that to Bull. Season 4 of Missions, the standard / default Fixer, MacCallister, has Connection 5.

QUOTE
-this is because the whole point of his role is to put you in contact with people, and without a good base of connections, he can't do that.

"Good" starts well short of "the best possible". A fixer with connections 4+, can do his job. Newbies work for / with the guys with C4, the upwardly mobile graduate to C5s, and the novahot stars of the shadow world work with C6s.

And in fact, the description of Connection rating 4 includes "low-level Mr Johnson, fixer or fences with regional ties"; even Connection 3 includes "street level fixers", the guys who may not have friends throughout the region - but he does know people all across the east side of Seattle (for example).

Connection 5 suggests fixers with National ties.

And connection 6 is for fixers with global ties. The handful of fixers at that level? Dude, they give jobs to people like Kane, not Shortstraw McN00benpants the starting SR4A character.
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