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> Gm / Player balance, Where's the 'shenanigans' line?
Smiley
post Jun 30 2005, 09:11 PM
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On another topic, this happened:

QUOTE (The Stainless Steel Rat)

QUOTE (Frater Inominatus @ Jun 30 2005, 02:19 PM)
If a character has a force six increased reflexes +3 spell quickened using tattoo magic and spends twelve karma for the quickening does the spell have an effective dispelling TN of 24?

That is exactly what that means.

Don't forget that quickened spells are every bit as much of a liability as they are an asset. A lot of unexpected nastiness can come from being astrally active without astrally perceiving - especially if you and your spell aren't both masked.

Give them what they want, then make them pay for it.


And this developed:

QUOTE (Smiley)
Yes, give them something beneficial, then screw them over.

QUOTE (The Stainless Steel Rat)
Give them...? I don't give them anything. It goes more like this:

Screw them over. Make them earn something beneficial. Screw them over again.


Where's the line between challenging the players and just throwing bullcrap at them?
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The Stainless St...
post Jun 30 2005, 09:15 PM
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I'm sure in your game everything is sunshine and rainbows. Mr. Johnson seals every deal with a hearty handshake and a genuine smile you can trust. Fixers just want to look out for you, and the word on the street is always the gospel truth. Buying contraband is so safe you can leave your guns at home, and the deals never EVER go badly. There's a real camaraderie in the shadow-world, and everyone helps each other out whenever they can, because hey brother, we are all we've got. And I'm sure your players never stifle a yawn as their benevolent NPC buddies look out for them and guide them through the story, protecting them from anything that might lead to dissapointment or *gasp* even injury….

Who the hell are you to start commenting on my GM style? You don't have any idea who I am or how I play. I simply pointed out that a quickened spell with a tgt#24 to dispell can be a hazard as well as a help, and you start coming down on me for bullying my players? Well guess what? Some of my NPC's are bullies because some people ARE bullies - I also have lazy people, crazy people, addicts, killers and whores - and even, now and then, someone who can be trusted (to a point). If you don't reflect that in your game then you're a crappy GM, and I guarantee you that my players would rather play in my world than yours.
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Nikoli
post Jun 30 2005, 09:17 PM
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Well, sadly the rules almost encourage things like this.
Certain astral entities almost hunger for these oportunities, when they find them, they make life hell for the victem. Now, that being the case, running into one should be akin to tripping over Hoffa's shoe while bending over to pluck a 4-leaf clover in the middle of the sidewalk that you planned on pressing between two winning lotto tickets in an original printing of a german grimorim that hasn't seen the light of day since washington was cutting his first teeth. In other words, it shouldn't happen, but it is an easy out for fast drama to let it happen as a gm.
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Jrayjoker
post Jun 30 2005, 09:27 PM
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All I was saying is that the players and the GM can seriously frag with each other in the rules and outside of them quite easily.

Yes, I am going to exploit the fact that they have an astrally active tatoo on them that is unmasked, and every ward they walk through is going to tell its maker what is coming. And everyone on the mage's side is going to ambush with superior firepower from cover.

That is how it is. Its not f-ing the players if it would resasonably happen per the rules.

And no, its not railroading if they die.
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Jrayjoker
post Jun 30 2005, 09:28 PM
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QUOTE (The Stainless Steel Rat @ Jun 30 2005, 04:15 PM)
I'm sure in your game everything is sunshine and rainbows. Mr. Johnson seals every deal with a hearty handshake and a genuine smile you can trust. Fixers just want to look out for you, and the word on the street is always the gospel truth. Buying contraband is so safe you can leave your guns at home, and the deals never EVER go badly. There's a real camaraderie in the shadow-world, and everyone helps each other out whenever they can, because hey brother, we are all we've got. And I'm sure your players never stifle a yawn as their benevolent NPC buddies look out for them and guide them through the story, protecting them from anything that might lead to dissapointment or *gasp* even injury…. 
 
Who the hell are you to start commenting on my GM style? You don't have any idea who I am or how I play. I simply pointed out that a quickened spell with a tgt#24 to dispell can be a hazard as well as a help, and you start coming down on me for bullying my players? Well guess what? Some of my NPC's are bullies because some people ARE bullies - I also have lazy people, crazy people, addicts, killers and whores - and even, now and then, someone who can be trusted (to a point). If you don't reflect that in your game then you're a crappy GM, and I guarantee you that my players would rather play in my world than yours.

To quote the drill sergeant from Stripes, "Lighten up, Francis." I don't think he was attacking, just disagreeing.
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Smiley
post Jun 30 2005, 09:36 PM
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QUOTE (The Stainless Steel Rat @ Jun 30 2005, 04:15 PM)
I'm sure in your game everything is sunshine and rainbows. Mr. Johnson seals every deal with a hearty handshake and a genuine smile you can trust. Fixers just want to look out for you, and the word on the street is always the gospel truth. Buying contraband is so safe you can leave your guns at home, and the deals never EVER go badly. There's a real camaraderie in the shadow-world, and everyone helps each other out whenever they can, because hey brother, we are all we've got. And I'm sure your players never stifle a yawn as their benevolent NPC buddies look out for them and guide them through the story, protecting them from anything that might lead to dissapointment or *gasp* even injury….

Yes, that's correct. Every one of my players comes with a permanent super-luxury lifestyle and there is no boredom. There is only wine-drinking and steamy lovemaking for all eternity.

I'm not saying shit doesn't go wrong or that PCs should be babied. But setting out solely to screw them over doesn't sound like it's much fun for them, now does it?

[EDIT]
QUOTE (The Stainless Steel Rat)
If you don't reflect that in your game then you're a crappy GM, and I guarantee you that my players would rather play in my world than yours.


Who the hell are you to start commenting on my GM style? You don't have any idea who I am or how I play... etc etc.
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The Stainless St...
post Jun 30 2005, 09:37 PM
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QUOTE
Wow. What a badass.


Sounds like an attack to me. A weak, sarcastic attack, but an attack none the less...
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blakkie
post Jun 30 2005, 09:39 PM
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QUOTE (Smiley @ Jun 30 2005, 03:11 PM)
Where's the line between challenging the players and just throwing bullcrap at them?

Well.....sometimes i'm a little on he mean side. A player in a D&D campaign recently took the Leadership feat. He has a tendancy to create traveling circus' lead by his character. Usually with a Druid, but this time the PC was a Cleric. This is an issue in D&D because all those extra actions have the potential to throw EC off more than most things.

Instead of just saying No to cohorts, they are in the rules afterall and not outside the range of management, i tend to use them to bring in "interesting" story elements. The first cohort i gave this player was a cleric caster with a studder, 5% chance of spell failure if the spell had a verbal component. The second one was named Wheezy. He was a moaning sad sack, and i bit on the weak side but all-in-all not a bad cohort at all. But the PC actually refused to accept him as a sidekick because the player thought i was out to screw him. Not true, but to see the player racked with parinoia was kinda fun.

This last cohort i rolled randomly for the stats using 4d6 on the Chargen program. She came out at about 45 build points. :eek: But i'm honest, so i gave here some rudimentary equipment, a background, and a few skills. But before the next session the player sent an email stating that his PC wasn't going to accept any old cohort and then give a 15 or 20 item list of conditions that were acceptable.

So the gauntlet had been thrown, i'm not one to turn down a challenge. :vegm: I looked through the list (wish i still had it, it was actually pretty funny to read) and immediately noticed that cataplexy wasn't on it. So i christened the cohort Kata Plexis (Greek root), and every time Init is rolled she has to save DC 15 Will or collapse for 2d12 rounds with whatever consequences that might bring, such as d6 damage if on a stone surface.

Also D&D PCs that are left for dead in unsacramonious manners tend to eventually come back to pay visits to the former friends as an some sort of intellegent templated undead. It is my little way of saying "thank you for putting all that min/max munchin effort into creating your character". 8)

P.S. Before roasting me for being a jerk, just remember I'll eventually get mine when it is that player's turn to GM. :P
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Supercilious
post Jun 30 2005, 09:42 PM
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Stainless, you really turned what was not a flamefest into a flamefest so damn fast I find it almost funny.

I mean, this is not even two pages yet and everyone is at eachothers throats. Chill out, it was not an attack by my reading, your just mispercieved.

PS: I let my players do what they like, if they want to rough up grandmas for rent money, they will not get much opposition; if they want to steal the new Ares LASERMASTERBLASTER III with integral jetpacks then they will find stronger opposition. Scale the challenge to the job, not to the players.
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The Stainless St...
post Jun 30 2005, 09:42 PM
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QUOTE (Smiley @ Jun 30 2005, 04:36 PM)
But setting out solely to screw them over doesn't sound like it's much fun for them, now does it?

They live in a world where everyone is trying to screw over everbody else JUST TO SURVIVE!! It is the world of the sinless in 6th world Seattle. It is shitty, and some people thrive, others get killed and eaten. Sometimes literally.

And I would also like to make a subtle but important distinction: I do not set out to screw over my players. Ever. My NPC's are trying to screw them over and kill them at every turn.
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Supercilious
post Jun 30 2005, 09:50 PM
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But why? No NPC wants to kill people for the purpose of just killing them? The gun-dealer wants repeat business. The BTL dealer wants an addict. The Johnson is the one that might screw them over, but that is the once-every-so-often occurance, not the general rule.

If I played your game, and I got screwed every single run I would start killing Johnson's and just keeping the "half up front." Not that I could spend it because the gun dealer wants to shoot me, and the street-doc would rather kill me for organs than install my new cyberware. O right, what cyberware, my CATco friend rigged it with a kink bomb for kicks.

Do you see what I mean by having the NPC's not be evil all the time? Maybe the street-doc will kill me for the new Deltaware level four move-by-wire system I have rigged up, but not for the basic-level datajack.
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Smiley
post Jun 30 2005, 09:53 PM
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I don't see EVERYONE trying to screw EVERYONE solely for survival at all. The 6th world MUST be livable since so many people are living and working without getting killed for their shoes and apartment space. Survival in the 6th world is not as hard as you make it sound. There are families, elementary schools, playgrounds, McHugh's, all that stuff. A good life isn't any farther out of reach than it is now.

Shadowrunners are in a profession where they're in harm's way 24/7 and getting knifed in the back is a common occurrence, granted. But even then it shouldn't be as dire as you portray it all the time. Otherwise, nobody would do it.
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Supercilious
post Jun 30 2005, 09:56 PM
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QUOTE (Smiley)
I don't see EVERYONE trying to screw EVERYONE solely for survival at all. The 6th world MUST be livable since so many people are living and working without getting killed for their shoes and apartment space. Survival in the 6th world is not as hard as you make it sound. There are families, elementary schools, playgrounds, McHugh's, all that stuff. A good life isn't any farther out of reach than it is now.

Shadowrunners are in a profession where they're in harm's way 24/7 and getting knifed in the back is a common occurrence, granted. But even then it shouldn't be as dire as you portray it all the time. Otherwise, nobody would do it.

Smiley, perhaps your world is a little gentle. The only playgrounds are corp playgrounds, or moss-covered sprawl playgrounds from better days. Schools are also corp-only. I doubt there is public education (Atleast there is not any in my game).
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Smiley
post Jun 30 2005, 10:03 PM
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I was taking it to a far extreme, but my point's the same.

(And there really is public education. I doubt it's any good, but it's there.)
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BitBasher
post Jul 1 2005, 04:13 AM
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QUOTE (Supercilious)
QUOTE (Smiley @ Jun 30 2005, 04:53 PM)
I don't see EVERYONE trying to screw EVERYONE solely for survival at all. The 6th world MUST be livable since so many people are living and working without getting killed for their shoes and apartment space. Survival in the 6th world is not as hard as you make it sound. There are families, elementary schools, playgrounds, McHugh's, all that stuff. A good life isn't any farther out of reach than it is now.

Shadowrunners are in a profession where they're in harm's way 24/7 and getting knifed in the back is a common occurrence, granted. But even then it shouldn't be as dire as you portray it all the time. Otherwise, nobody would do it.

Smiley, perhaps your world is a little gentle. The only playgrounds are corp playgrounds, or moss-covered sprawl playgrounds from better days. Schools are also corp-only. I doubt there is public education (Atleast there is not any in my game).

Er, no that's not true, maybe in your world only.

There is still a fully working city infrastructure including publics schools and public works services that run just fine. There are still a bunch of privately owned businesses and similar. There are still piles of private middle class neighborhoods.

Numerous decent public parks are detailed in the various seattle sourcebooks, ect ect.

Really, Johnsons CAN'T screw people over all the time, for a case in point see how the shadow community views Aztechnology right now, virtually no runners will voluntarily run for them so it costs them a buttload more money to cover their tracks so they can hire people.

Street docs and many other shadow professionals rely on reputation. You canot just screw over your clients for long before you don't have any clients. Johnsons will make far more money in the long run if they have runners they can trust to get jobs done and vice versa.
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Glyph
post Jul 1 2005, 04:21 AM
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A GM is responsible for running all of the opposition to the players, and challenging them. Sometimes it is hard to walk the fine line between boring them and frustrating them. And just as there are immature players, there are immature GMs who abuse their power to mess with the players.


But enforcing an existing rule or drawback isn't "throwing crap at the players". If you walk around with high-Force quickened spells, then wards are going to be a big problem for you, and you will run into the occasional hassle from people assensing you. If you shoot up a residential neighborhood, Lone Star will show up. If you play an albino minotaur with a dikoted claymore, your character will be slightly more conspicuous and easy to remember than his buddy, samurai Bob, is.
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Smiley
post Jul 1 2005, 04:28 AM
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He gets the Distinctive Style flaw by default.
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Kagetenshi
post Jul 1 2005, 04:49 AM
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QUOTE (BitBasher)
Johnsons will make far more money in the long run if they have runners they can trust to get jobs done and vice versa.

This is not true. It's true for organizations, sure, but the section in—was it Corporate Download?—makes it quite clear that single Johnsons for larger organizations can make livings both for themselves and for their employers screwing their runners over. An eighty-nine point something percent kill rate is nothing to laugh at. and that implies that he's done this with enough teams that they're generating those numbers of decimal places.

The trick is, most people aren't that Johnson. The chances of getting screwed over by a Johnson from a specific organization, or even by Johnsons in general, are fairly low. That doesn't mean people don't make good by doing so nearly every time.

~J
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DocMortand
post Jul 1 2005, 05:08 AM
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The trick with Johnsons are that Shadowrunners by default are expendable assets (whether they like it or not.) and it is easier to throw away expendable assets than to keep them around.

Generally a Johnson won't screw you if he's honest (it DOES happen occasionally) or if he needs you for multiple runs (Easier and cheaper to use the same people...also establishes a pattern for Lone Star!)

Frankly, in my game the Johnson has usually been pretty straightforward with the occasional backstab. But that's because I am who I am...I've already made them paranoid as it is, they don't need the extra layer of complexity. (That comes later, when problems old come home to roost)

But I never set out to kill my players - I set traps and situations which are deadly, yes...but they always have solutions which can result in no injury if they're clever, and death if they're stupid.
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toturi
post Jul 1 2005, 05:54 AM
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By Canon... (I'm sure the regulars on this board has heard this from me many many times, so say it with me my Dumpshocked brothers and sisters),
QUOTE (p92 SRComp)
The gamemaster's job is to work with the players to create the most satisfying gameplay for everyone.


If your players like being assf**ked, you assf**k them although it would be better refering them to a shrink.

Now if you like your world to be dark and populated by people who are trying to screw over everybody else just to survive, then recruit group of players who like that vision of the world.
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tisoz
post Jul 1 2005, 06:51 AM
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QUOTE (Smiley)
Where's the line between challenging the players and just throwing bullcrap at them?

If the players are having fun. An empty table is a sure sign they are not.
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Cynic project
post Jul 1 2005, 07:08 AM
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If every deal goes south, then the player will either stop makign deals, prepare for everydeal or be stupid.

Deals should and go south from time to time. If you are a smart or mean GM you would make the deals go south at random, and in in some ways that the player wouldn't be think of.

So, the team is talking to Johnson when a go gang sees the players wearing the wrong colors...Look sometime the police are chaing soemthing else. or any number of other things.

Now, here is something that many bad GMs do. They make it so that not matter what the players do, they lose, or win. These things are bad on both sides. For diffrent reasons. Always lossing or winning takes away the point of either. Oh look we won.Oh look we lost.
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hyzmarca
post Jul 1 2005, 07:53 AM
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A GM must always follow a single golden rule when screwing over players. The GM is omniscient in the game world. The NPCs are not. God does not talk to his pupets. Information only flows to them from the PCs or other NPCs.

The GM should never play NPCs as if they have knowledge that they couldn't have. If he does then he ceases being a Game Master and becomes a Munchkin Master.

This means that quickened spells should set off wards, but targets should not install wards just because obtained a quicken spell.


As for Johnsons who screw Runners over, they should be few and far between. Most, if not all, Johnsons should be willing to screw over runners when it benefits them. However, it will rarely benefit them.

More importantly, if they do it too often they will get a rep for it. They will be unable to solicit runners because no one will be stupid enough to work for them. They will lose their careers and most likely their lives.

Independant Johnsons who screw over runners too often will not have to resources to escape all of the enemies they earn.

Corporate Johnsons who screw over runners too often will be stuck in a limbo. They can't work, will never get a promotion, will never get a transfer, and will have a hard time getting demoted. Most likely their replacements will turn them over to some angry runners to help build a good rep.
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Kagetenshi
post Jul 1 2005, 08:04 AM
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QUOTE (hyzmarca)
More importantly, if they do it too often they will get a rep for it. They will be unable to solicit runners because no one will be stupid enough to work for them.  They will lose their careers and most likely their lives.

This doesn't happen with the good ones. Again, see discussion of the professional turncoat Johnson. He had no difficulty soliciting runners.

~J
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sanctusmortis
post Jul 1 2005, 09:29 AM
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In the example of the first example, yes he should get screwed over. A TN of 24 to stop it should mean he's lit up astrally like a bloody Christmas tree - and there are a lot of nasty spirits who could use that sort of power.

It is important to make sure that sort of behaviour has repercussions. There's no fun in a cakewalk. For example, one of my players has powergamed his character to his opwn admission. I've told him it's fine. I have plenty of ways to teach him the error of his ways, and he knows it. His character, although quite tooled up, is not infallible. Taking nightblindness knowing full well you were taking cybereyes with night vision, flare compensation et al may look like there's no way for your GM to get you back - but then that stray hit catches them, and the vision mode isn't reliable. So you balanced all those neat edges with the Hunted -4 flaw, eh? A level 4 enemy can wreak havoc, especially when your Resources mean you already had one.

And you can never fully rely on any equipment; illegality can lead to Lone Star problems, guns jam, little problems can destroy equipment (such as fire setting off ammo or explosives, melting electronics, etc...), and magical equipment is highly prized. Remember, the game is for fun, and the fun is the challenge. If every run was a milk run, would you keep playing? Conversely, if every job you got handed blew up in your face, would you?

But that's not to say that Stainless was wrong. Things SHOULD go wrong. Hell, the last campaign I played in, the Coyote Shaman was going out with a Ghoul and hadn't even thought to check, my entire apartment block was blown up by Sony, who put a bullet in the head of our ork leader, our Gator Shaman had passed out and found himself in an underground sewer temple infested with gators, our night elf was in hospital recovering from having been set on fire trying to get his revenge on me (vengeful, and the Sony thing was my Dark Secret coming to call)... and it was the best fun we'd ever had. That was ONE SESSION. The fun was getting ourselves out.

The balance is keeping interest for them while keeping your own as well.
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