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coolgrafix
I submitted the issue to Rob Boyle at FanPro and he was gracious enough to address the question thusly:

QUOTE
Question:
Can you elaborate on SR4's philosophy regarding safehouses and lifestyles? In particular, I'm concerned that since multiple lifestyles can no longer be purchased and safehouses cost 500¥ a day each (15000¥ a month) that the developers need to step in and clarify if the safehouse cost is a typo or if there is some larger reasoning in place.

[coolgrafix's background material and page references omitted]

Response:
We took out multiple lifestyles because they didn't make much sense -- a lifestyle includes multiple factors from daily food costs to transportation costs to utilities. Those may all apply to your standard day-to-day "lifestyle", but it's excessive to pay all of those costs again just to have a secret apartment you occasionally stash your gear in. We wanted to keep it simple, however, so we rules out a tiered cost for extra lifestyles. It just made more sense to only have one and pay for extras.

As to the safehouse per day cost -- that's meant to be more for renting a safehouse from a fixer as a service. Safehouses need to be clean and secret and maintained, even when no one is using them, and the fixer still needs to make a profit. Safehouses are, of course, going to vary drastically in quality -- from squats with no electricity to quiet suburban bungalows with a decent security system. So a GM should, of course, vary the price to fit the situation.

If a character wants a long-term safehouse on their own, the best way to handle that is via roleplaying. The needs and demands will vary quite a bit, so the GM is just going to have to wing the costs based on real-life experience. A crappy garage rented out to stash a van may only run a rigger 30 nuyen a month, but someone who wants a nondescript place in a good neighborhood rented under a fake name with secret entrances, good security, sound-proofed walls, and stocked food supplies will be paying a lot more, and will have to put more effort into putting it together.

This isn't to say a GM can't let a character start out with a safehouse at character generation -- but the details and costs should be negotiated.


:: Rob Boyle ::
Shadowrun Developer for FanPro LLC
Big D
Well, I guess that takes care of this thread.

All that's left is to figure "reasonable" costs for different types of safehouses. smile.gif
BnF95
Just for clarification, I have to pay rental + association dues + electricity + water + phone bills for the two condo units I rent every month, whether or not I use the place. Safe houses should be available as "alternate" lifestyles.
Kanada Ten
But you don't pay for another transportation, groceries, on-demand entertainment (pretty much everything in the future), nor do you pay the typical price for electricity, water, and phone (unless you're a package deal kinda guy) - you pay the minimum for them. That said, I can see charging full lifestyle costs to represent money spent making given safehouse a fleshed out life (thus making it seem like a normal person residence rather than a safehouse).
BnF95
QUOTE (Kanada Ten)
But you don't pay for another transportation, groceries, on-demand entertainment (pretty much everything in the future), nor do you pay the typical price for electricity, water, and phone (unless you're a package deal kinda guy) - you pay the minimum for them. That said, I can see charging full lifestyle costs to represent money spent making given safehouse a fleshed out life (thus making it seem like a normal person residence rather than a safehouse).

Exactly, I keep groceries in those places (just in case I need to eat there) and I do sleep in both places once in a while (averaging 2-3 nights a month). It's really a matter of convenience for me.

That said, I always make sure that there is gas (for the kitchen), the phone, electricity, and water bills are paid. There is food in the ref/freezer, the cable TV is hooked up, etc. etc. I end up paying a pretty large chunk of money for both places, almost as much as I pay for my regular digs.
PBTHHHHT
QUOTE (BnF95)
Just for clarification, I have to pay rental + association dues + electricity + water + phone bills for the two condo units I rent every month, whether or not I use the place. Safe houses should be available as "alternate" lifestyles.

two condo units? Something we should know about your private life or jobs? wink.gif Is one of them a safe house? nyahnyah.gif
FanGirl
EDIT: Nevermind.
Shrike30
Having expanded "lifestyle" to incorporate eating out, getting a taxi, and all that good stuff is kind of handy... a lot of my players have upgraded from the typical SR3 "Low" lifestyle to Medium or High simply because it has in-game perks of not having to pay for incidentals. I've got this one player who's sticking with Low because the other players always end up saying "hey, the cost of this meal is included in my lifestyle"... I should figure out some other kind of perk to wave at him.
fool
I dunno, lifestyle should reflect the level it's bought at... middle lifestyle (irl at least) doesn't allow you to eat out all the time, let alone at anythinhg considered a good restaurant.
I like the idea of having an extra apartment/ dosss/ hideyhole somewhere or three. I'll have to negotiate those with the other peopole in my group.
I'd still like some answer as to what the safehouses skill does.
ronin3338
I see 2 kinds of safehouses, yours and theirs. The Safehouses skill should allow you to locate one of theirs that's available and in your area (for a fee, of course) Maybe extra hits reduce the fee, or help you find one "nicer" for the same cost?

If it's yours, then you pay for it with lifestyle (which I'm allowing in my game).
Kanada Ten
Safehouses skill is like a Nightclubs skill. It lets you in on the buzz about certain places, what to look for in a good safehouse, and how to spot a fake.

Example? The team mage is unconscious after a raid on a Yakuza warehouse, where they've picked up a stray meat puppet and maybe a tail. They need to hideout for a little while where the Yakuza doesn't have much influence (+ Yakuza Politics), they can access medical treatment to help the mage and defrag the joytoy (+ Shadow Clinics), and a location with good tactical advantage to spot their tail (+ Safehouses).

It's sort of a team test, since the skills are spread from the gunbunny to the face. However, due to the complex nature, I'm running each one separate.

The Face rolls her Yakuza Politics + Intuition, scoring 2 hits. The GM tells her, "You know the Yaks are afraid to hit the docks and don't have much influence or informants around the Aztech complex. They've been in an arms race in Renton and Redmond, lately, as well."

The Gunbunny rolls her Shadow Clinics + Logic, scoring another 2 hits. The GM says, "You know a mafia doc in Renton and a backdoor bodyshop near the Pyramid. There might be a doctor you can call in, for a little extra."

Then the Cover Ops rolls Shafehouses + Intuition, scoring 4 hits. The GM says, "There's a bunch of crap holes in Renton, many free of charge. There's a pretty secure cargo ship on the docks that sells its services as a stash house, but for a price they might let you stay for a time. And there's a coffin hotel right in the Pyramid's shadow that stowes Azzie rebels, outfitting them for Denver ops. They're not very open to outsiders, but rumors say that the owner hates Baroka Parlors, so you may be able to push that angle."

The skill could also let you find safehouses run by 'enemies', such as "the FBI is rumored to have a safehouse in Everett - maybe even the old Holden Street Mansion, though that seems unlikely."
BnF95
QUOTE (PBTHHHHT)
QUOTE (BnF95 @ May 9 2006, 08:11 PM)
Just for clarification, I have to pay rental + association dues + electricity + water + phone bills for the two condo units I rent every month, whether or not I use the place. Safe houses should be available as "alternate" lifestyles.

two condo units? Something we should know about your private life or jobs? wink.gif Is one of them a safe house? nyahnyah.gif

Nah, it's just that travel time between the school where I teach and home and my other job (in a resto) is often marred by heavy traffic, so I got a place near the school and a place near the resto just in case of heavy traffic.
Shrike30
Man... living in Seattle has my concept of "Cost of Living" all screwed up. The mean price for a place to live in this COUNTY is now $420,000. Condos in outlying areas go for about 1k a square foot, with the ones downtown being easily 3-5x that. The concept of maintaining a condo near each job you work in case traffic is bad sounds really appealing...
ronin3338
QUOTE (Kanada Ten)
Safehouses skill is like a Nightclubs skill. It lets you in on the buzz about certain places, what to look for in a good safehouse, and how to spot a fake.

[Super Snip]

Dude! That was an awesome example! I will definitely yoink some of that flavor for my game! cool.gif
wind_in_the_stones
QUOTE (Shrike30)
I've got this one player who's sticking with Low because the other players always end up saying "hey, the cost of this meal is included in my lifestyle"... I should figure out some other kind of perk to wave at him.

If the guy has a low lifestyle, the only place that he can eat at, and have it covered by lifestyle, is McQ's. Everyone else gets a "free" meal at Applebee's, but he's got to pay.
Ryu
The price of safehouse arrangements will vary greatly.

- safehouse type: fortress style or hiding hole
- enemy: from what kind of tracing measures are you hiding? is your face known by the public?
- one-shot costs more than the long-term setup, but the later looses safety with each use

One-Shot
Your fixer provides an apropiate place and makes all necessary arrangements with the local authorities (gangs, syndicates, law enforcement). Professional fixers will also provide you with equipment and supplies needed on such occasions.

DIY:
You find a flat, make any arrangements yourself, and be done with. Safety depends on the barrier between your normal life and the secondary lifestyle. Money not spend on living amenities covers the price of simulating a normal life (ie. updating credit history for your imaginary run)



All things considered, we allow for secondary lifestyles at full cost, while the cost for safehouses varys greatly. 500¥ might just be a bargain price...
Shrike30
QUOTE (wind_in_the_stones)
If the guy has a low lifestyle, the only place that he can eat at, and have it covered by lifestyle, is McQ's. Everyone else gets a "free" meal at Applebee's, but he's got to pay.

The annoying thing is that other players cover taking him out to dinner. It'd probably work for me to inform them that they're going to pay out of pocket for it (instead of him) if they want to do that... after all, he isn't part of their lifestyle. Mostly, it's just a little bit of annoyance that I'm having difficulty conveying to this player that his lifestyle is more than a monthly expense.

I'm considering having one of my PCs get their house robbed as an adventure intro. It'd make sense for the only guy with a low lifestyle to have the greatest security risk...
Geekkake
QUOTE (Shrike30)
I'm considering having one of my PCs get their house robbed as an adventure intro. It'd make sense for the only guy with a low lifestyle to have the greatest security risk...

But at a Low lifestyle, most thieves would also assume he's got nothing of value to steal. Of course, if the thief in question is targeting the running team specifically...
knasser
QUOTE (Geekkake @ Jun 9 2006, 12:39 PM)

But at a Low lifestyle, most thieves would also assume he's got nothing of value to steal. Of course, if the thief in question is targeting the running team specifically...


Doesn't matter. Most thieves are just after a quick buck and they are not going to go trapsing around Poshville, with a long race back to safety, from cops that actually care, with gear they'll have more trouble fencing and sticking out in the neighbourhood like a troll in your ice-cream. He's especially likely to get knocked over if people know that someone out of the ordinary is living there. He only has to get picked up by his friends in their Eurocar Westwind once and it'll be like sending up flares. Living with a high-income in a low-income neighbourhood is asking for it.

And yes, he might not be the sort of person that the thieves will want to get caught by, but thieves always reckon on not getting caught. That's why they try.

It's true that the master-thiefs aren't going to be knocking off a low-rent place on the off-chance, but then the real master thieves aren't pulling random jobs anyway. They're going after things that they already know are there and have a buyer for. Random burglary is something you do because you have to and it happens primarily in poor neighbourhoods.
Shrike30
Pretty much. Guy smashes in your window, climbs inside, and takes off with your VCR, figuring he can sell it for 20 bucks to someone.

Of course, when he gets inside and spots the 20k nuyen.gif worth of stuff you've got lying around your ultra-posh "Low" lifestyle apartment, he may call a bunch of his friends to come over...
Nim
QUOTE (Shrike30)
The annoying thing is that other players cover taking him out to dinner. It'd probably work for me to inform them that they're going to pay out of pocket for it (instead of him) if they want to do that... after all, he isn't part of their lifestyle. Mostly, it's just a little bit of annoyance that I'm having difficulty conveying to this player that his lifestyle is more than a monthly expense.

If they're doing it all the time, instead of figuring out how much to charge them out-of-pocket for every meal, you could charge a small markup on their own lifestyle payments. IIRC, the extra cost for totally supporting a guest as part of your lifestyle is 10%. They're only feeding him, not buying his clothes and such, so you'd want some number lower than that, but it'd be an approach with plenty of precedent.

Let's see - other consequences of a low lifestyle? Worse security, but you covered that with the breakin idea. For a low-end lifestyle, part of your security expenses probably come in the form of bribes / protection money to whichever gang controls the local turf. Sure, at a High lifestyle you're making the same sort of payments to Knight Errant, but Knight Errant isn't likely to decide to suddenly raise their rates in the middle of the night and come discuss it with you....

There's the whole quality-of-life issue, but it's hard to make a player who isn't already so inclined CARE about his character's food tasting bad and there being rodents in his one-room apartment. Though speaking of hygeine, there's always the disease angle...or even something as simple as, say, lice. A higher lifestyle also includes as part of its cost a better level of routine medical care - emergency care is out-of-pocket or covered by a DocWagon contract, but regular dental visits and such? Not the sort of thing you hit your PanicButton for.

Oh, and you can also hit the Dress for Success side of it. If he's living a Low Lifestyle, he should be getting the hairy eyeball from certain types of people. Could even amount to penalties on social tests, though I suspect that wouldn't much faze this particular character. I'm doubting that he's your team's face...
hyzmarca
One way to explain paying full lifestyle costs for a safehouse is that you are actually paying lifestyle costs for cousin Brenda, her husband Tom, and their three children; Slappy, Smacky, and Sue. Of course, Brenda isn't really your cousin, Tom isn't really her husband, none of the children are related to each other, and they keep a small arsenal in the basement but the neighbors don't know that.

Of course, you'd probably have to pay the actors a salary in addition to their fake jobs so it should cost more than a lifestyle.
knasser

If this one player isn't paying any attention to his lifestyle, well that's fine. There are people like that in real life too. In both cases, the pressure comes from those he or she associates with. When your face starts getting penalties to his negotiation rolls with the japanese johnson because of his friend in the hand me down clothes, then the other players will start nagging him. And that's how it should be.

And don't forget sex, of course. Depending on age and gender of the player involved, he could get quite piqued when the girl(s) go for the others and want to ditch the sad case who keeps tagging along. Or worse - one of the other players has an interest and Homer blows it for him.

If the player wants his character to be a low-living type, then that's fine. But if your player is simply treating lifestyle as a non-issue because it doesn't have a game mechanic attached, then you need to communicate the reality of things to that player.
Nim
QUOTE (knasser)
If the player wants his character to be a low-living type, then that's fine. But if your player is simply treating lifestyle as a non-issue because it doesn't have a game mechanic attached, then you need to communicate the reality of things to that player.

Exactly. It's fine that a player wants to make that choice, as long as it's made apparently that there are benefits to a higher lifestyle that he's missing out on in the process of saving his cash. Or, put another way, as long as the players who are going for the high lifestyle are getting their money's worth.
NightHaunter
If you want prices on buildings not lifestyles. Sprawl Sites has a list of various sized and equipped apartments.
I'm used this modifyed slightly to take into account the rise in lows cost.
hyzmarca
Didn't Sprawl Survival Guide have a point buy system for lifestyle? It would seem like this is a better way to go since you wouldn't have to repay points for food, entertainment, and other necessities and could simply pay for the space and the security.
Shrike30
I don't really see what the problem is with renting safehouses.

It's the price for you to find a reliable guy, and say to him "hey, I want a place to stay, no questions asked, that's decently secure."

He makes his living, among other ways, by hiding people. If one of your safehouses gets blown, well... you're the only one who could have told the people looking for the guy hiding in it where it was. Not good for business.

If players want to set up their own bolt-hole, they need to figure it out with the GM, as such things are going to vary so widely in terms of what they have in them that an appropriate-for-your-game cost needs to get figured out. If they have to stay low for a couple of days until the thing they're selling moves and it stops being worth the corp's while to come after them, they can call their buddy Ray up and say "Look, man... I need somewhere safe to live for a couple of days. Can you help me?" And for the tune of about 500 nuyen.gif a day, he's willing...
Ravor
Hmm, after everyone has had time to think about it, I'm wondering what they've decided to do about Runners setting up their own Safehouses as second/third/fourth/fifth/ect lifestyles.

Personally I've decided that it costs 1/2 normal when not in use, but like everything else you get what you pay for.
Mistwalker
I charge full lifestyles for safehouses.

Partially because it is easier on the book keeping, partially because most safehouses are in the barrens, so will be a low-lifestyle, so low cost.
Part of the cost is making sure that power, water, sewer, etc.. stay hooked up, which is not guaranteed in the barrens.
Moon-Hawk
I use the advanced lifestyle rules in the 3rd ed sprawl survival guide, which lets you separate things like space costs and food costs. Is that cheating? wink.gif
TheOOB
I run safe houses at 1/2 of the equivelent life style cost if you just keep basic utilities and resources there, but otherwise keep it bare and empty. I charge 3/4 if you work to keep it well stocked, stay there occasionally, and maybe have someone check on it occasionally.

As far as finding safehouses on the fly, I either require a successful safehouse knowledge check to find one, or a contact that you really trust. Such safehouses usually cost a lot, 500 nuyen a day and up, up, up.
MaxHunter
I charge something between 1/2 and 1/4 lifestyle for safe houses, but mostly this is handled through roleplaying, favors and in a case by case basis...


and, oh, "low lifestyle" is so cyberpunk, isn't it? I wonder how common are different lifestyles in your gaming groups...

In my groups there are like 13 characters (some players have two chars)
and there are 7 characters living with a low lifestyle, four living with a high lifestyle, one medium and one squatter hacker. Curiously, the girl players have all high lifestyle characters.

But maybe this should go into another thread...

Cheers

Max
Fezig
The way I like it is to run my character's safehouses tacked to a fake SIN, this making the SIN have credit, property, etc and look better and then pay some schlub to house-sit once a month and have my SIN be a businessman or "jet-setter" or something and thus it makes sense for him to be at home rarely. Kills two birds with one stone as far as the safehouse and the SIN goes and also makes a justification for paying a bit more. I usually run 3/4 lifestyle since it isn't fully occupied and also life-style is more than just where you live and the bills associated with that.
Thane36425
QUOTE (Shrike30)
I don't really see what the problem is with renting safehouses.

It's the price for you to find a reliable guy, and say to him "hey, I want a place to stay, no questions asked, that's decently secure."

He makes his living, among other ways, by hiding people. If one of your safehouses gets blown, well... you're the only one who could have told the people looking for the guy hiding in it where it was. Not good for business.

If players want to set up their own bolt-hole, they need to figure it out with the GM, as such things are going to vary so widely in terms of what they have in them that an appropriate-for-your-game cost needs to get figured out. If they have to stay low for a couple of days until the thing they're selling moves and it stops being worth the corp's while to come after them, they can call their buddy Ray up and say "Look, man... I need somewhere safe to live for a couple of days. Can you help me?" And for the tune of about 500 nuyen.gif a day, he's willing...

A couple of the old published runs did have "rent-a-safe houses." Usually they were just converted storage units with some facilities and extra security.

The team could buy their own safe house using the team lifestyle rules. Of course, things could get interesting if two different team members freelanced with other teams for a run and both needed to crash at the safe house at the same time.
Mistwalker
A good cover for low-lifestyle safe house, is have the Fake SIN linked to a long haul trucker ser up. Not home often, irregular basis, and will often have company when they do.
JanessaVR
QUOTE (MaxHunter)
Curiously, the girl players have all high lifestyle characters.

I'm the only female gamer in my group (well, aside from the GM), and the only one with High Lifestyle. A trend? smile.gif
laughingowl
Yeah I have to admit I have always ignored (actually had missed) the 'only 1 lifestyle'.

All of mine have always paid for lifestyles for each of their SINs ...

And often have one or two 'low' lifestyle not associated with a sin..

(cash to gangers for a place to crash kind of deal).

I think the 'intent' is to be.

The lifestyle represents what you can buy without effecting your wealth. (think simplified 'wealth check' from that other popular game smile.gif

Secondary safehouse / etc as intended would be paid seperatly but with no guidline of how much...

To me I greatly prefer the:

SIN A; Has paid 3 months low-lifestyle.
SIN B, has paid 3 month High Lifestyle.
SIN C, lifesyle yeah sure....

6 month paid low-life style with XYZ Gang in barrent. (strictly cash/goods).

Since my characters (as player or GM) will often change SINs faster then guns or their underwear, The above sounds more reasonable.

Especially considering if you high amd mighty High Class SIN gets tagged, you high life style is going to be frozen also.

Not Like John BigDollars: Permenant High lifestyle, gets busted and SIN tagged as criminal, is going to be able to access the High Lifestyle with his emergency Jimmy OnD Lamb SIN.
Demon_Bob
I see the safehouses in SR4 as secure, armored, and warded hotel rooms.
They are equipped with food for a small group for a couple of days.
Have wired and hidden cameras for watching the outside.
Easily defendable layouts, and a hidden bolt hole for escape.

Also they are owned by a organization that acts in ways to prevent you from being tracked down, can get you basic arms ans supplies, and doesn't ask any questions.

Now If you just want don't want to go home for a couple of days, get a hotel.
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