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> My first Shadowrun game, Was I too paranoid?
ShadowDragon8685
post Aug 1 2005, 10:21 AM
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Okay, so Johnson calls me -at home- and says show up at Franscisco's at 6 PM, without any friends, and not carrying any artilliary. So I leave my minitank and my predator at home, and show up twenty minutes early. Another player showed up five minutes early.

The third said she was "Fasionably late." At this point, alarm bells start going off. Showing up late to the meet is likely to piss of Johnson, if not get you killed.

More on her later.


So J outlines the Run - the pay is 30,000 :nuyen: each. Paid after the mission, in the form of art objects and magical fetishes and other such stuff. At this point, I'm going "woah, waitaminute here."

I'm suspecting Rat here, and I don't mean the Totem. Think more along the lines of "plauge-infested devil rat with satanic fleas" rat.

The Run itself - it seems that J has in his possession a number of research faccilities a few hours' plane ride from Seattle, researching the Great Ghost Dance. It seems that one of those faccilities has gone offline, out of contact. So he wants to send in some professionals to find out what's wrong, whether or not it's just a rat chewed through the cable.

Did I mention that J is a troll of uncommon size, even for a troll?

So he and his compatraits (two trolls of more contemporary Troll size,) depart to allow us to speak it over. At this point, I'm telling the others, characters who apparently know each other ICly, but I don't, that I'm smelling a big rat here.

The dwarf woman (The one who was 'fasionably late') starts berating me, telling me not to 'piss my britches' and saying that if we talk about it, Johnson's in deep doo, so he'll pay us to keep our mouths shut.

At this point I'm just staring at her in shock. I take the time to remind her that if that's the case, then the price of bullets is certainly cheaper than the price of our silence. She tells my I'm being over paranoid and continues to berate my character.


So I walk. I tell the other elf woman, who had been quiet until then, that it would have been nice meeting her under other circumstances, but that I refuse to work with such unprofessionalism. (It's clear that I mean both Mr. J and the dwarf.) And I walk out. I go to a Stuffer Shack, buy a disposable cell, write it's number down, return to the bistro and give the number to a waittress, tell her to deliver it to the elf. Then I go home, bundle up my dependant and my rigger tank, and start driving. Going to ground, to lay low for awhile.


Was I reacting incorrectly? It smelled fishier than one of those giant floating canneries, and the level of unprofessionalism displayed by the dwarf made me uncomfortable, as a player and ICly. I instant messaged the DM on AIM, wondering if I was going to be making a post to the Stupid Player Death's thread after the game.
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nick012000
post Aug 1 2005, 10:46 AM
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It's not paranoia if they're really out to get you. :spin:
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sanctusmortis
post Aug 1 2005, 12:03 PM
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I'd have ran.

Great Ghost Dance research? Ee-ook.
Bigger than normal Troll and more trolls acting Johnson? EE-OOOOK!
Dwarf moron? *Click* *splat*
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Jrayjoker
post Aug 1 2005, 12:57 PM
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I have personally had my characters run like hell away from stupid parties.

Like when our cleric caught a rogue stealthing toward the evil stronghold and proceeds to tell said rogue everything we, as a party, have surmised and learned about the evil. Yeah, I polymorphed and snuck away from the ijits.
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Dashifen
post Aug 1 2005, 02:20 PM
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Depends entirely on the game. If the game is meant to be more fun and silliness, then unprofessional characters and sneaky, underhanded Johnsons may be the order of the day. However, if the game is more professional, then I may have done what you did.

I've run into the situation, too, when some of the players what generally sillyness and some others want more professionalism. Usually makes for good tension at the gaming table as long as everyone is big enough to remain friends afterwards.

All in all, based on what you wrote above, I'd say it was healthy paranoia. Hell, if I was a paranoid runner, I may have just moved when the Johnson called me at home. That's what middlemen and anonymous matrix addresses are for, after all ....
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ShadowDragon8685
post Aug 1 2005, 02:44 PM
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Yeah, about that...

My Fixer called me after I got home, and started yelling at me for walking out on J. I told him that J called me at home, and the Fixer told me he gave him the number.

I hung up on him. I think I'm going to be finding a new Fixer.
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Jrayjoker
post Aug 1 2005, 03:54 PM
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Absofuckinglutely. That fixer has no reason to give out your home number. And why did you give your home number to your fixer? You aren't paranoid enough.
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ShadowDragon8685
post Aug 1 2005, 04:07 PM
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Jray - I didn't realize I had. The DM made that call for me. I never said my Fixer knew my number.
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Kagetenshi
post Aug 1 2005, 04:14 PM
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You handled this completely the wrong way. By this point I would expect the Johnson, Fixer, and possibly Dwarf to be suffering high-velocity lead poisoning. What's causing the delay?

~J
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ShadowDragon8685
post Aug 1 2005, 04:19 PM
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Because I wasen't carrying my Predator at dinner, and I didn't feel like picking a firefight with three LARGE trolls in the middle of an upscale Bistro. :)
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Velocity
post Aug 1 2005, 04:20 PM
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As usual, Kag and I are sympatico: these drekheaded amateurs should have met their makers, like yesterday.
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arcady
post Aug 1 2005, 04:36 PM
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QUOTE (nick012000 @ Aug 1 2005, 03:46 AM)
It's not paranoia if they're really out to get you. :spin:

It sounded par for the course back when I last played Shadowrun.

There was a lot of 'ignore the obvious logic flaw' going on.

Every time I played a character who actually thought 'wait a second, this makes no sense...' I ended up writing myself out of the adventure.

Remember that a lot of times Shadowrun is like DnD - you intentionally do stupid things so that you can get hooked in and find yourself in the middle of the plot. Think of your character like the dumb blond or the frat boy in a horror movie. Don't be the quirky black guy next time - the one who keeps saying 'what the hell are all you white folks doing? My ass if out of here!'

Only the dumb blond and the frat boy get to get XP... if they live...

At the worst, play Shaggy - always running and saying how we ought to stay out of Mr. McPhearsons huanted mansion, but then somehow always being the first one through the door...

Logically...
I'd just call the power/phone company and have them go over and check on the line.

End of plot.

On being 'fashionably late' - that's just a player trying to sound cool. Its the same thing as the guy who shows up in a trenchcoat and sits with his back to a corner and with a clear line on the door. Its just geek-points at work.

I used to think it was teenage hormones at work - which forces everyone to suddenly think 'cool' is important from about age 12 to 29... but it hasn't really fully gone away with the older players either. Lessoned, but it till pops up from time to time - even in people who I know have sex lives.

Ignore it and move on next time.

The price of the run, typical. The GM probably looked through a guidebook somewhere for how much loot players can buy, and how much is typical for a 'low-level' module, and then tossed off a random number. Ignore it and move on, or play the face and have a short renegotiation scene (but limit it to five minutes to keep the other players from getting bored). Sure, checking a phone line isn't worth 30k, but it's a a dungeon crawl RPG - it usually doesn't make sense.
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Modesitt
post Aug 1 2005, 04:40 PM
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I do not understand why you acted like you did.

-The Johnson is a big troll and uses other trolls for bodyguards. Who cares? There's no rule that says all Johnsons must be average-looking humans.

-You are being paid in art and magic fetishes...for investigating a magical situation. By a Johnson that apparently owns some magical facilities. Why is this surprising? I consider it quite normal for Johnsons to pay in barter, partially because it's just easier and more deniable to the Johnson. After all, who really knows where that gold came from?

-You should push for some up front and strongly consider walking away from any run that doesn't involve you gettign some up front, both so you can cover pre-run expenses and as a security deposit. Inquire as to why he wont pay you any up front. It's OK in some cases to not get some up front, such as if you're being hired for a job where minutes count STARTING NOW.

-I would remind the dwarf that it's implied in all Shadowruns that you don't talk about it with others about it afterwards and that blabbing your mouth is a quick way to get black listed. Also berate her for being late, she'll probably get the point. If she actually follows through on her plan or continues being chronically late, just cut her off from the team or kill her.

Edit: As for the Fixer calling you - I just specify on all of my sheets how contacts and such call me, such as having a specific business number. If the GM forgot, just remind him and move on. He probably thought nothing of it.

and I echo the poster before me.
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Jrayjoker
post Aug 1 2005, 05:14 PM
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Well, sure. If you are lookng at the metaplot. I think what SD8685 did was perfectly reasonable from that character's perspective. Too many unknowns. Next time bring ina character with hooks into the other PCs lives and it is easier to trust them.
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arcady
post Aug 1 2005, 05:31 PM
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When you're at a game with other people trying to create an experience fun for all, its more important to 'get along' and 'play well together' than to stick to hard realism and character.

It is even more important when your notions of realism and character are out of genre. In this case, the genre is dungeon crawl with guns - which means you have to gloss over a lot of things to get into the dungeon. The tavern scene is just there to set up the delivery of that dungeon - it's the 'table cloth' - don't pull it out from under the silverware without expecting a mess.
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Velocity
post Aug 1 2005, 06:14 PM
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QUOTE (arcady)
In this case, the genre is dungeon crawl with guns

Sorry, are you referring to Shadowrun in general or ShadowDragon8685's experiences in particular?
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arcady
post Aug 1 2005, 06:21 PM
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Both in this case.

Mysterious figure gathers a group of rough protagonists in a shadowy drinking establishment to get paid a lot of money to do something dangerous and ethically dubious in the name of 'loot' and 'adventure'.

That scene is so well played out people should know to just go with the flow. And the concerns are true of any RPG gathering - number one issue on the table is providing fun for all. Its a group dynamic and you have to let realism and character take a second seat to 'getting along and accepting the genre tropes'.

You're there to form a team and get into an adventure. You can roleplay bickering it out with the blind old wizard with a knife in his back who dies in the next scene all you want, but at the end of the day, the rules of the format mean you accept the mission and join the adventure.

Players will try to do all sorts of silly things in this intro scene to 'impress the coolness of their characters' upon each other. The mature player just grins, bears it, and works to move things forward to the next scene where actual play can begin. Its kind of like putting up with people's references to Star Trek, B5, Buffy, Hitchhicker's Guide, and so on - you have to accept that there will be a certain level of 'geek ooze' at the table and just let it slide off of you like you were teflon. These is no different from the characters with mirrorshades on and all blacker colored trenchcoats the PC at left. It's just geek ooze - not worth destroying the game over.

Character and roleplay are important, but keeping the game moving comes first.
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Jrayjoker
post Aug 1 2005, 06:35 PM
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If I walked into a game and expected professionalism and money, but got lip and questionable rewards I would walk that character away from the table. That being said, I would then make bubba the ubertroll physical mage and come back next session and enjoy my D&D SR conversion game.
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Edge2054
post Aug 1 2005, 06:38 PM
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I convinced my team to refuse to meet with the J at his specified location last game. Made him switch venues to a place that seemed less like a trap. The run before that we got set up.

Being paranoid isn't a bad thing. You never know when your GM is going to take to heart that 9/10 rule. 9 out of 10 Johnson's aren't out to fuck you, but that tenth one is.
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Velocity
post Aug 1 2005, 06:43 PM
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Arcady: While I agree with your larger point--that fun should be the #1 priority for a gaming group--I have to say I don't play Shadowrun as a dungeon-crawl at all.

Obviously, each gaming group has their own style of play and everyone's entitled to do whatever makes for a fun evening. If "meet in bar, accept job, raid corp, steal treasure" is what a group likes doing, then more power to them.

However, I know several groups in my area--including my own--that does things quite differently. We don't string together episodic one-shot runs: we link stories together in a larger campaign with steady NPCs, recurring antagonists, recognizable themes, etc. The characters work together because they know and "trust" each other (insofar as any 'runner trusts a peer) and the've developed an effective chemistry.

The group I GM probably would have walked away from this run, and that's their prerogative. I always have at least one backup run tucked away in my GM folder for just such an emergency anyway.

I'm not knocking the "dungeon-crawl" style of playing Shadowrun, I'm just suggesting that there are plenty of groups for whom that model is not only foreign, but undesirable. I've been playing Shadowrun for a decade and I've never run it as a formulaic hack & slash genre-piece.

Just my .02 :nuyen:
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arcady
post Aug 1 2005, 06:55 PM
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I'm not a fan of the dungeon crawl myself, but if you put a group of PCs together in an intro scene - a good player plays along and accepts a certain level of geek-show-off-ish-ness.
You don't get your undies in a wad over it all.

You know you're there to get slotted into the events for the evening and bring all these unlikely companions together. You know you're supposed to go on that adventure. Play along - it's a social event. RPGs are about being team players. Tweak the scene, have fun with it, but in the end you get on the train.

Its a very awkward moment. Expecially for a new game - the GM doesn't have a good feel for the PCs yet, even if (s)he knows the players. Even if (s)he made the PCs as premades. The same is true for each player with regards to the other players at the table, the campaign, and perhaps even that GM. Even their own character - no player knows their character as well as they think they do during the first few sessions. These are extremely tough scenes to put together without resorting to 'formula approaches' like the one described in the first post. While during the game you always need to give over some slack of 'your perfect character' for the good grace of the table and group, in this scene you need to do it more than ever.

Your job, as a player, is to get along and join in - to buy into the campaign and/or adventure the GM has proposed so everyone else as well as yourself can then proceed to getting to know each other and/or each other's character better and then later learn what works for you all and what doesn't.

But on day one, just give it as much grace and slack as it takes to make it run smooth.

And quite often, during the game, you need to give over with regards to your characterization to make it fit the overall grace of the table better - whatever that might be.
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sidartha
post Aug 1 2005, 07:02 PM
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QUOTE (arcady @ Aug 1 2005, 12:31 PM)
In this case, the genre is dungeon crawl with guns - which means you have to gloss over a lot of things to get into the dungeon. The tavern scene is just there to set up the delivery of that dungeon - it's the 'table cloth' - don't pull it out from under the silverware without expecting a mess.

This may have been true but remember that the players are there to have fun as well as the GM.
ShadowDragon8685 seems to know the SR world quite well and if the GM is running 'D&D with guns' then (s)he should have said so from the beginning. This problem would never have cropped up if that one point had been clear.
All said I would have walked away from that run as well. I almost never accept barter payment because I don't have the qualifications to authenicate the payment and it could mean a pay-cut for me when I try to sell the loot. Cash is realitivly clean in the Matrix of 2064, and if this troll has all these secret bases then he should also be able to pay me by certified cred.
And I never EVER go to a meet without the means to kill somebody.
As Robert DeNiro once said " Lady, I never walk into a place I don't know how to walk out of."


<edit> could you clear up if this was a physical game around a table or a chat room game? 'cause I'm not sure :)
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weblife
post Aug 1 2005, 09:29 PM
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Its really annoying when the GM waves his hand and declares that some Johnson knows exactly who you are, where you live and what jobs you've done.

I mean, even my character has a hard time remembering all his crimes. Done all over the place, in many names, always disguised and commonly alone or with a closeknit team.

Basically my characters are now homeless wanderers, always keeping on the move and one step ahead of the GM. And I don't even have the Hunted flaw. :P

Point being, you can never be too paranoid. I disagree with the people advocating instant ganking of J and team. Just walk away and go underground. J has no real motivations to move against you at this point. It'll be too expensive.

Teammembers blabbing off to contacts and strangers, in some incessant quest for brownie points, tick me off bigtime. If my character is known to run with a certain crowd, and elements of that crowd keeps leaving hints to their current jobs with their contacts, then thats more people who by association know too much about Me. Don't do that, people who feel guilty. To the rest, do not allow it if you ingame find out. Discuss it with the team and make them accept that noone gets into the loop without the entire team knowing who gets the info.
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Talia Invierno
post Aug 2 2005, 01:28 AM
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Back to the original post: the whole thing is reading to me like an inexperienced GM trying to rope a group of inexperienced players into their first run.
QUOTE
Okay, so Johnson calls me -at home- and says show up at Franscisco's at 6 PM, without any friends, and not carrying any artilliary.

More or less standard "Tell It Like It Is".
QUOTE
So I leave my minitank and my predator at home, and show up twenty minutes early. Another player showed up five minutes early.  The third said she was "Fasionably late."

Different players react IC in different ways. These quirks are small, and (for me at least) add to the enjoyment of the game: strict professionalism (to me!) tends to become nothing more than a series of solve-it's -- and this is supposed to be roleplaying.
QUOTE
At this point, alarm bells start going off.

At this point, solely based on the other characters' reactions ... not on anything in the scenario.
QUOTE
Showing up late to the meet is likely to piss of Johnson, if not get you killed.

Depends on how the GM is playing the Johnson. In many cases I've seen characters try to psych the Johnson one way or another -- being a bit late is common! -- and the experienced Johnsons know to expect this kind of thing, and flow with it.
QUOTE
So J outlines the Run - the pay is 30,000 :nuyen: each. Paid after the mission, in the form of art objects and magical fetishes and other such stuff. At this point, I'm going "woah, waitaminute here."  I'm suspecting Rat here, and I don't mean the Totem. Think more along the lines of "plauge-infested devil rat with satanic fleas" rat.

The one alarm bell here is that there doesn't seem to be a deposit of any kind. Just the amount and method of payment isn't all that unusual. Depends on the run, depends on the type of game: but always, always be wary of runs where payment in full is after performance of the deed. Still, all other things considered, this feels to me more like the mark of an inexperienced GM than of a run inherently to go bad.
QUOTE
The Run itself - it seems that J has in his possession a number of research faccilities a few hours' plane ride from Seattle, researching the Great Ghost Dance. It seems that one of those faccilities has gone offline, out of contact. So he wants to send in some professionals to find out what's wrong, whether or not it's just a rat chewed through the cable.

That kind of thing is typical, if rife for double-cross. The research in itself isn't that unusual, might even be mild compared to some of the things being researched in the Sixth World -- but what guarantee do you have that the Johnson actually owns that facility? (Although, again given the feel of GM inexperience, probably he does?) Stall on the meet, and start researching your Johnson.
QUOTE
Did I mention that J is a troll of uncommon size, even for a troll?

It's a strange world out there. Trolls make up a respectable percentage of the population. Wait until you get hired by the ghoul :D
QUOTE
So he and his compatraits (two trolls of more contemporary Troll size,) depart to allow us to speak it over. At this point, I'm telling the others, characters who apparently know each other ICly, but I don't, that I'm smelling a big rat here.  The dwarf woman (The one who was 'fasionably late') starts berating me, telling me not to 'piss my britches'

Hmm. Do the other players have more experience with this GM than you, ShadowDragon8685?
QUOTE
and saying that if we talk about it, Johnson's in deep doo, so he'll pay us to keep our mouths shut. At this point I'm just staring at her in shock. I take the time to remind her that if that's the case, then the price of bullets is certainly cheaper than the price of our silence. She tells my I'm being over paranoid and continues to berate my character.

I'm really getting the impression here that there is something of an "understood" template for runs between the other players and the GM, and that you aren't in on it yet. Although most did drift into unhealthy paranoia territory, a couple of the concerns you raised IC were valid -- but they were dismissed out of hand. That tells me either that the other players and GM are comfortable enough with each other that patterns of gaming start to emerge ... or else that there were some OOC personality clashes as well.
QUOTE
So I walk. I tell the other elf woman, who had been quiet until then, that it would have been nice meeting her under other circumstances, but that I refuse to work with such unprofessionalism. (It's clear that I mean both Mr. J and the dwarf.) And I walk out. I go to a Stuffer Shack, buy a disposable cell, write it's number down, return to the bistro and give the number to a waittress, tell her to deliver it to the elf. Then I go home, bundle up my dependant and my rigger tank, and start driving. Going to ground, to lay low for awhile.

Problem is, in most (not all) groups, there is something of an unwritten contract between the players and the GM: the GM pulls up/creates an adventure, and the players will at least test it out to some extent. This is metagaming, yes: but it's also a necessary piece of metagaming, without which many groups could not remain viable. Imagine, if you were the GM: that every time your players felt uneasy about a job, they'd walk -- even though you've just spent twenty-odd hours creating it? Parallel examples exist in the "Welcome to the Shadows" section of these boards: the meets and runs often have many, many "twinge" points, but since the players have joined this group in order to play the run the GM created, the twinges are noted, and overruled.

Finally, someone else asked and I'd echo the question: was this an on-line game or tabletop? This part
QUOTE
I instant messaged the DM on AIM

suggests to me probably on-line, but not for sure. In an established tabletop group, certain dynamics and unspoken mores have been established among the existing players that come across to the new player as the equivalent of a code stating when it's okay for the group as a whole to walk, and when not. In on-line games, it's almost never okay just to walk: many of these, at least initially, consist almost entirely of the run itself -- and if the players walk immediately, where is the game?
QUOTE
and the level of unprofessionalism displayed by the dwarf made me uncomfortable, as a player and ICly.

This is the other thing that made me wonder about OOC personality clashes. Professionalism is frequently held up as an ideal around these boards ... but you'll notice that at least as many of the games in Welcome to the Shadows actively seek out the characters which aren't built as professionals. Me, I've already said my piece on this. YMMV.
QUOTE
Yeah, about that...
My Fixer called me after I got home, and started yelling at me for walking out on J. I told him that J called me at home, and the Fixer told me he gave him the number.
I hung up on him. I think I'm going to be finding a new Fixer.

This is the part that really tells me your GM had this run planned for the group. The GM may have presented it badly (although not by your description, really only the lack of retainer is "off"), and this is certainly railroading (and very inexperienced railroading at that) -- but it's in the spirit of trying to get something back on track that was derailed right at the start.

In some groups, it's just the code that -- at least with your first run! -- it's offered, and you accept. Suspension of reality, yes. Suspension of logic, sometimes -- but not as much as you might think: a shadowrunner is supposed to perpetually be desperate for money, and there is no perfect run. (Or at least, if something starts looking like the perfect run: that's the time to bail :D) You don't even have to break from IC persona. Believe me, you can find IC reasons with any character to take any run -- or not. As in real life: a thousand reasons exist to do what you want to do -- but no reason will ever be good enough to do what you don't want to touch. If you're looking for perfection, it doesn't exist. Deal :)


Edit: add also that you'll never go into a run knowing everything you want to know -- and (although some groups do play otherwise) it's generally unrealistic to expect this. Legwork begins before the meet insofar as you can -- but really picks up between the meet and the run, once you know what you're looking for. That's where the difference between the professionals and the amateurs really kicks in.
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Angelone
post Aug 2 2005, 02:55 AM
Post #25


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Two things really rub me wrong about this scenario. The first is the payment, sure 30k in magical items is cool if you can use them, but art? SD was a rigger, if you're going to barter in trade barter in things each character can use, more or less, such as guns and ammo. If my rigger had even been at the meet (more on this in point 2) I'd have told Mr. J where he can shove his telesma. This is most likely due to an inexperienced GM who didn't realize that you can only get 10-20 percent of the items true worth when you fence it (unless (s)he compensated for that). So that's 3-6k that's not going to cover the replacement cost of a drone.

Next unless the team is being put together just for this run, which this sounds like. Not everyone should be at the table with the J. There should only be the face and a guard (who should keep quite and look intimidating, but not threatening). These two should be the only ones there 20 or so minutes early. The rest of the team sans rigger should be there ATLEAST two hours early blending in with the crowd, looking out for trouble, and ready to turn the place into an excellent imitation of a slaughterhouse incase something goes wrong. The rigger should be a few blocks away watching the place with a condor drone and be ready to bring the vehicle around darn quick when needed.
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