Complaints, why do you get them? |
Complaints, why do you get them? |
Jul 31 2004, 06:21 AM
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#1
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Moving Target Group: Members Posts: 897 Joined: 26-February 02 From: TIME OUT Member No.: 1,989 |
why do your players complain?
i have heard that i am anal because: -I ask where they keep there spare ammunition, its not magically with the character (i dont get this one) -i enforce legality, so you cannot run around with titanium lacing and wired 3 in my game without consequences -i use cops, not encounters. there are 2 cops in squad cars on daily patrols, there are cops in coffee houses on breaks, there are cops doing nnormal things, they dont only respond when shots have been fired -i use common sense. if you have been shot in the mouth, with a shotgun i dont care what your armor rating is, and i dont care what your body score is, you have just died, and if you didnt die, theres a good chance you already were -if steve hands me a character with an odd gun, titanium lacing, trauma dampener etc etc etc and the character dies, then steve hands me a new character with the same stuff, i ask why the character has such things -on that note, if steve plays something, such as an ex beat cop, and the beat cop has a high skill rating in something, such as heavy weapons, i will wonder how he has that. i'm not against a high level in heavy weapons, i just don't see how the beat cop has that skill at 6 |
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Jul 31 2004, 06:48 AM
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#2
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Moving Target Group: Members Posts: 128 Joined: 23-July 04 Member No.: 6,509 |
'Cause Steve 2 is the (ex) beat cop who killed Steve 1 and looted his stuff. :) |
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Jul 31 2004, 07:08 AM
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#3
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Moving Target Group: Members Posts: 260 Joined: 20-March 04 From: That really good state. Yeah, you know the one... Member No.: 6,177 |
Maybe he was the cop on duty at the local high school. :cyber: |
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Jul 31 2004, 07:17 AM
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#4
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
I was with you up until this one:
This worries me. You're really not supposed to know where a shot went or how hard it hit you until *after* the combat, damage resistance etc tests have already been made. In fact it's those tests that determine where the shot went and ow hard it hit, rather than the other way around. You seem to be saying here that you decide where the shot goes first, and based on that you arbitrarily disallow armor or apply other modifiers depending on your mood. This seems the opposite of common sense to me. |
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Jul 31 2004, 07:22 AM
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#5
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Moving Target Group: Members Posts: 942 Joined: 13-May 04 Member No.: 6,323 |
I got complaints that I was rushing the game too much from one of my players, and that she really wanted things slowed down a bit. Moments after she said this, another player decided to drop out, because things were moving too slowly. Can't win, I tell ya!
JaronK |
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Jul 31 2004, 07:22 AM
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#6
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Moving Target Group: Members Posts: 498 Joined: 31-May 02 From: All the way in the Back to the Left. Member No.: 2,800 |
I think you are an evil prick and should have your GM socks taken away from you. :D
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Jul 31 2004, 07:45 AM
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#7
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Moving Target Group: Members Posts: 475 Joined: 17-June 02 From: Concord University, Athens, WV Member No.: 2,880 |
Unless, of course, the character is being held by the run's opposition, adn they then decide to execute him by shoving a shotgun in his mouth and pulling the trigger... Then it's very, very clear where the shot went. |
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Jul 31 2004, 08:17 AM
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#8
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Target Group: Members Posts: 81 Joined: 13-July 04 Member No.: 6,475 |
Every one knows runners have ammo pouches sewn into their knickers.:D
Fair enough.
I'm with you and not with you on this point. As this is highly dependant on neighborhood ,jurisdiction etc. I'm not saying some lonestar cops isn't going to start taking shots at the runners on corp property it's just unlikely he'll get any back up unless the runners are idiots and decide to geek the dumb cop.
I assume this is a called shot.... although I see the reason for this I might only give out a deadly wound myself and at least give his buddies a chance to stabilize him as I see trying to Auto-geek the runners overly punitive although if he had been riding my craw for abit I might just as easily forget what I just typed. ;)
I agree with you on this point and I'd say that you should possibly suggest he try a different Archetype ....I wouldn't force the issue but yeah adepts/sammies with exactly the same abilities/cyber are pretty annoying .... you could always give a 3 buildpoint bonus if he comes up with an original concept as it's amazing what a character will go through for a few more points.
yeah thats mostly an issue with min-maxers I suggest savagely beating steve until he learns to role-play.
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Jul 31 2004, 09:17 AM
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#9
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Moving Target Group: Members Posts: 897 Joined: 26-February 02 From: TIME OUT Member No.: 1,989 |
on the shotgun:
player was detained, shotgun barrel was in the mouth, character kicked the shogun guy, shotgun went off, player died. i ased 2 times if they were sure before they kicked. player complained that they didnt get damage resistance. for some reason i do not think the back of your head is very resistant to a shotgun shell, but im no biologist |
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Jul 31 2004, 10:51 AM
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#10
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Theyre all valid points to enforce except the shotgun one. If a sam with titanium bone lacing gets shot in the mouth, theres a real chance he *could* survive. The game is berift with other examples of todays common sense != SR's common sense. Thus, Id just default to the rules. In that case, allow the character a damage resistance test against a shotgun called shot without armor (except demal/bone armor) and no combat pool; because thats what the shot is. Trying to logic-ify the dice out works fine, if you do it across the board. Allowing dice in some rolls and not others is imbalancing, regardless of circumstances, imo. Youll always hit cases where the people involved see things differently, and if you always fall back on the rules there is a predetermined and impartial way to resolve it all, rather than having to decide on one with a mid/post game discussion.
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Jul 31 2004, 11:20 AM
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#11
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Target Group: Members Posts: 71 Joined: 26-February 02 From: Oz Member No.: 131 |
More to the point, have your players ever complemented you on something ?
But on the complaints side: - Deckers (hence we haven't had a PC one for 5 years) - That dodging was scrapped from 2nd ed after being in 1st, so we implemented for 2nd ed and were very glad it came back in 3rd - Having NPCs take cover and the players wondering why they don't last long standing in the middle of a field shooting it out with them - Our resident munchkin once had a spit that a spirit nearly killed him and "Why the hell didn't it die - I put a full clip of explosive into it". Its amazing what you can do with players who don't read the rules cover to cover, and hence their impression of the world is completely from what their character's background is and what they have encountered in play. |
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Jul 31 2004, 12:31 PM
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#12
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
Yeah, several people who've tried to kill themselves with a shotgun have managed to survive. Most because they decided they didn't really want to die 0.1 seconds before they pressed the trigger. With titanium bone lacing, this would be more likely. Regardless, no titanium bone lacing thin enough to not impede the functioning of a human would have a snowflakes chance in hell of stopping any type of shot, certainly not buckshot, and don't even ask about slugs, at the range of 1". The only difference titanium lacing might do is that, if the barrel is already pointed poorly so that nothing hits the spine at a decent angle, the blunt force trauma of the shot/slug hammering through the back/sides of your head/neck and possibly glancing off the spine is less likely to kill you. I get whined at mostly because NPCs sometimes get lucky. My players do not seem able to grasp the fact that dice don't stop rolling 6s just because I roll them for NPCs. |
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Jul 31 2004, 01:57 PM
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#13
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Fair enough, guess Ive always thought of it like Wolverine's skeleton, which can stop lead. Whatever works for ya.
And yes, lucky NPCs are da debbil. I think its human nature to always presume youre lucky and the other guy isnt... sucks for you condition moniter to assume that eh. I think the worst complaint tho is the "it doesnt work that way in RL, thats not what I expected" whine. Like, when people are decking and get thwarted cause its not how computers work now; or when they say "security wouldnt do that, not in RL"; or "wheres the fire escape, the building has to have one for public safey code". Suck it up, the year 2063+magic isnt too much like now either, is it. Trying to play a realistic game is one thing, but trying to play reality would sorta take out the game part. |
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Jul 31 2004, 04:02 PM
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#14
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Moving Target Group: Members Posts: 751 Joined: 7-June 02 From: Hamilton.LTG.on.ca Member No.: 2,853 |
Sounds like your players are just a bunch of Panty Waistes.
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Jul 31 2004, 04:12 PM
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#15
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
No armor, Power 10, no combat pool. You should have let them resist, it makes players feel special. ~J |
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Jul 31 2004, 04:25 PM
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#16
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Moving Target Group: Members Posts: 101 Joined: 5-March 03 From: Wouldn't you like to know? Member No.: 4,203 |
I have to agree with the whole shotgun thing. Stupid players need to be punished not rewarded. Bone lacing Titanium or other wise is nothign like wolverine, in fact on that note bullets don't bounce off of him they go into him and his high healing factor keeps him alive. I don't know why everyone thinks Bone lacing makes you a tank, it doesn't just re-enforces your bones to make you more resistant to punishment.
My players like the fact that my game is very realistic. Of course I don't try to kill them, obviously everyone has bad night with dice rolls and such. But if they do something dumb like kick a guy wo has a shotgun in their mouth and it goes off then I'm sorry you are making a new character. I'm not saying people who run shadowrun anyother way are wrong I'm just saying that if your players know before hand that its going to be more realistic then they shouldn't complain when they die because of something they did. |
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Jul 31 2004, 04:37 PM
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#17
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Moving Target Group: Members Posts: 673 Joined: 30-March 04 Member No.: 6,206 |
Sounds like the players were expecting a different type of game than what Fygg was providing.
Probably best to ask the GM if he's running a serious or not so serious game so you synch up your expectations. If the player knew Fygg was running it realistically, might be have changed his action, or did Fygg already spell it out to him and the player was just being stupid? |
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Jul 31 2004, 04:44 PM
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#18
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Reasons why my players bitch at me:
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Jul 31 2004, 05:00 PM
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#19
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Though while im not strict on Ammo counting, if my players try and empty 20 rnds from an unmodified Pred, the gun goes "click" at whatever time i choose, humouress or otherwise
Although i don't enforce it myself, i wouldn't have any issue's with another GM doing it. (as long as i know before hand)
Hear that. Definatley pizza topping
I get get this with a player always wanting to play Elven Physad's with katana's.. Gets kinda dull.
I always get my players to explain high/ odd skills
But it's ok for the bad guy to have high Tn's, oh yeah. |
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Jul 31 2004, 07:22 PM
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#20
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Target Group: Members Posts: 81 Joined: 22-July 04 From: East Lansing, MI Member No.: 6,506 |
One time the decker in our group sold out the street sam by giving his personal information (including place of residence) to a team of Sioux Wildcats who were after him for a sleeper assassination he pulled (gotta love mysterious cyberware). Then the decker goes and tells the street sam that he came across some matrix info that indicated that this team of elite special ops guys were after him and knew where he lived (of course, leaving out the part that he was the one to give them the information for 5,000 cred).
The street sam decides he's gonna go back to his apartment to get his stuff, at which point I said something like, "Are you sure you want to go back to your apartment?" I don't normally give ooc clues but I had only intended to use the Wildcats as a sort of background threat, always on the heels of the street sam. So he goes back to the apartment anyway and of course, these guys take him out (though I think he got the captain with a claymore mine, Punisher style). This was months ago, I'm not even GMing anymore, and I still get an occasional complaint about mysterious cyberware. -Joe |
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Jul 31 2004, 07:38 PM
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#21
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Running Target Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 |
I've never had a complaint while running my own game. Lucky me, I guess. Actually, that's not strictly true. I once had a complaint from one of my players that he just plain old didn't like the game, but I still GM Unknown Armies for him and occationally D&D (as much as I dislike the game), so I think it was just Shadowrun in general he didn't dig. |
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Jul 31 2004, 08:13 PM
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#22
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Moving Target Group: Members Posts: 157 Joined: 26-February 02 From: Perdition Member No.: 108 |
I don't get it either. I guess your players are used to playing first-person shooter games or action movies where you can run around with unlimited ammo. I don't ask for reasons of encumbrance; my NPC mages are fond of using Lightning Bolt, and that spell (in my game) will cook off EX Explosive ammo... and my base rule is, one clip = one grenade exploding right next to you, no chance of using combat pool to dodge (like you could dodge an area effect weapon in the first place)
Twinks. To cure that problem, start convincing your players that running around with these things is not only going to get them in trouble with the cops, it's going to make them a target from their other runners. After the third or fourth ambush they survive, all because some other runner wants to yank out their Wired 3 and install in into themselves, they might get the clue. It's easier (and cheaper) to steal someone else's high-grade 'ware than to find a legitimate source...
Imagine that, police forces exist. Although I almost never use just two patrolmen on watch; these days, every Lone Star or Knight Errant vehicle is actually rigged from HQ, and comes with its own rotodrone or wheeled 'heavy backup' drone in case it's needed. After all, a rigger can sit back at HQ in Captain's Chair mode, monitoring several cruisers at once, and if a team needs backup, it's there. Just remember that in areas of lesser security rating (C, D, E), cops aren't going to come just because shots were fired. If someone's tossing around grenades, on the other hand...
Yes... and no. There are plenty of cases where someone's shot themselves in the mouth and survived, because the bullet exited through the side of the skull, lodged itself in bone or (in one case I know of) was swallowed at just the right moment. Still, all in all, if you've been shot in the head without armor, chances are that if you are not dead, you are becoming that way very very rapidly.
Steve needs to learn that there is no factory stamping out cookie-cutter samurai or adepts; I always require that PCs come up with a believable, credible backstory for their characters before they play, usually requiring at least 20 of the 'thirty questions' be answered. I also require that players who lose a character not play the same archetype for their next character -- meaning that if you just played a gunbunny samurai who got ganked, you do not come in with a gunbunny adept; a bodyguard samurai, or a sniper, or an intrusion specialist are all acceptable character types, though.
Remember what I said about credible backstories? There's nothing wrong with said beat cop having Heavy Weapons at 6, so long as he can explain it in a fashion that makes sense and seems credible. Perhaps said beat cop was a grunt in Ares' Arms corporate military in Desert Wars before a shell explosion nearby caused him a 10% hearing loss in his right ear, and Ares decided to transfer him to Knight Errant for 'light duty'. That's believable, and credible. He could easily have a 6 in Heavy Weapons from those days in the corporate military, but I'd also expect to see him have some knowledge and background skills relating to that past as well. Or perhaps the cop was trained in heavy weapons as part of his job -- using a medium machine gun to combat terrorist forces who, these days, can come with trolls who are as well-armored as light patrol vehicles. Also credible and believable. (Makes me wonder why Steve thinks Heavy Weapons will be needed on a Shadowrun -- after all, the key to the run is not to be noticed -- and makes me think that this idea needs to be disabused very very quickly in the player.)
Everything except #3 makes me think that you need to take your players in the backyard and kick them in the ass repeatedly until their brains dislodge from their backsides. #3 makes me think that the players need to do that to you. If you want to run a combat game, play D&D or Cyberpunk 2020. Shadowrun isn't meant to be a combat game; the main goal of any shadow operation is to avoid combat, hence the term 'shadow', meaning 'unseen' or 'quiet'. |
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Jul 31 2004, 08:45 PM
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#23
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Well, we're playing a SOTA in-house black ops team from Renraku, between the deniability of shadowrunners and the power of a Red Samurai strike team, so things are a little differant. I have 5 players, so I can't be taking the time to roleplay with each character. We have 2 combat monsters, a do-it-all team leader, a rigger and a electronics/face guy. I've just recently begun really adding various rigging challenges and miscellaneous electronics challenges, so that's working out ok for the Rigger now. But the electronics/face still lacks things to do when we're not doing a facility B&E job (at which point he is indispensable). But still, specialised characters are hard to integrate all the time.
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Jul 31 2004, 09:14 PM
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#24
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UMS O.G. Group: Dumpshocked Posts: 444 Joined: 18-May 04 Member No.: 6,335 |
And those are the breaks making a character that is too specialized. You might be the biggest baddest sword weilding adept the world has ever seen but if thats all you got, be preparred to wait in the car. Or, like a player in my game, she just accepts that she is a speciallist and doesn't complain if we get into that long awaited fire fight that takes 4 hours to resolve.
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Jul 31 2004, 10:14 PM
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#25
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Except this line you were doing good. There's more than one way to run a game and it definitely can be combat oriented. What if the game is a strongarm game, your group could specialize in enforcement and collections. You could be hitters for when a statement needs to be made and it needs to be obvious. You could be in a special forces or mercenary game. You could be in a normal shadowrun game that specializes in asset retribution. You could be in a Lone Star SWAT game. The list of combat oriented games is very, very long in the SR universe. There's LOTS of uses in the shadows for a team that's not afraid to go in loud and is competent at it.
If you would have said "My shadowrun game is not combat oriented" then it would have been much better. :D |
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