Cripplemronion
May 31 2007, 07:39 PM
Perhaps I just missed this in the rulebook, but I was wondering how all of you decided what rewards to give your players at the conclusion of a successful run. I'm mostly thinking in terms of material wealth, but I'm open to anything. How do you choose how much to pay?
Lagomorph
May 31 2007, 07:52 PM
I try and pay 5k+ per person per run. Runners aren't just mooks, they're supposed to be skilled professionals (even if they don't act like it).
Ophis
May 31 2007, 07:56 PM
It is up to you completely, but for a skilled team with a good rep in my games you get 5K-30K each per run depending on skill and rep levels, and the risk of the run. I try and think how much the Johnson stands to make on the run (or whoever he is working for) and pay about 10% ie a prototype that will allow a corp to make a million (or just save that much) is worth about 100K.
Moon-Hawk
May 31 2007, 08:11 PM
QUOTE (Ophis) |
It is up to you completely, but for a skilled team with a good rep in my games you get 5K-30K each per run depending on skill and rep levels, and the risk of the run. |
Sounds about right.
Konsaki
May 31 2007, 08:17 PM
You actually pay your runners? Damn... And here I was sending my runners out on suicide missions, expecting them to steal everything that wasnt bolted to the floor to pay for their squatter lifestyles.
sunnyside
May 31 2007, 08:22 PM
As a side note I also vary the pay based on other things.
For example my Johnsons often have secondary goals that can get bonuses (extract the employee primarily, but certain files and a prototype would be nice), and often offer bonuses based on whether things stay stealthy or whether the runners do stuff that could bring trouble back home/get on the evening news. Maybe a bonus if the person they're extracting comes out unharmed as opposed to barely alive.
This makes sense from a realism point of view as if they don't try stuff like that into bonuses you either get runners not playing things your way or you have to try and dock their pay after the fact (not wise).
From a gameplay point of view I like that there are degrees of success.
For some examples of "cannon" payscales check out the free SR missions pdfs over on fanpro's website.
Moon-Hawk
May 31 2007, 08:22 PM
QUOTE (Konsaki) |
You actually pay your runners? Damn... And here I was sending my runners out on suicide missions, expecting them to steal everything that wasnt bolted to the floor to pay for their squatter lifestyles. |
It's all a matter of style.
Seriously, though, Konsaki brings up a good point, albeit in a rather tongue-in-cheek fasion.
Maybe you want to pay them enough money to keep them motivated but keep them hungry. No idea what that amount is for your game/players, though. Maybe you want a starving, desperate feel. Maybe you want them to feel like masters of cool, who light their cigars with burning, um, certificed credsticks.
But if they're looting every dead body, organlegging, etc (and you don't want them to) you probably need to pay them more. If they just don't seem to care about money anymore (and you want them to) you're paying too much.
I'll say this, it's always easy to motivate them with a pay increase, and very difficult to keep them motivated when you scale the awards back. That said, I've already chimed in with what works well for my group.
FrankTrollman
May 31 2007, 08:28 PM
In general, missions should offer sufficient monetary incentive that the players wouldn't be better off running around town triangle buttoning cars.
With resold equipment selling for approximately 30% of market value to fences (assuming that they have contacts and social skills - more like 10% or even 1% if they don't), that means that an evening's run should take in
more than 6 grand. More experienced runners should expect more of course, but runs that net less than that had better be soy milk runs where there is less danger than jacking cars at 5 in the morning.
---
That being said, here are some real-life Shadowrun takes:
- Being a security contractor in Iraq nets you $20,000 a month if you get shot at.
- Capturing murderer Brian Nichols nets you $40,000.
- Rescuing a kidnapped girl nets you $250,000.
- Rescuing a kidnapped girl who is really cute, or politically important nets you $2,500,000.
- "Misplacing" a pallet of reconstruction money in Iraq nets you $100,000,000.
-Frank
cetiah
May 31 2007, 08:33 PM
QUOTE (FrankTrollman) |
- Being a security contractor in Iraq nets you $20,000 a month if you get shot at.
- Capturing murderer Brian Nichols nets you $40,000.
- Rescuing a kidnapped girl nets you $250,000.
- Rescuing a kidnapped girl who is really cute, or politically important nets you $2,500,000.
- "Misplacing" a pallet of reconstruction money in Iraq nets you $100,000,000.
|
Was anyone else expecting Frank's list to end up like a Mastercard commercial?
lunchbox311
May 31 2007, 08:35 PM
QUOTE (cetiah) |
QUOTE (FrankTrollman @ May 31 2007, 03:28 PM) |
- Being a security contractor in Iraq nets you $20,000 a month if you get shot at.
- Capturing murderer Brian Nichols nets you $40,000.
- Rescuing a kidnapped girl nets you $250,000.
- Rescuing a kidnapped girl who is really cute, or politically important nets you $2,500,000.
- "Misplacing" a pallet of reconstruction money in Iraq nets you $100,000,000.
|
Was anyone else expecting Frank's list to end up like a Mastercard commercial?
|
Slinging that major mojo.... priceless.
There are some things money can't buy
for everything else there is shadowrunning.
WearzManySkins
May 31 2007, 08:36 PM
QUOTE (Konsaki) |
You actually pay your runners? Damn... And here I was sending my runners out on suicide missions, expecting them to steal everything that wasnt bolted to the floor to pay for their squatter lifestyles. |
Pahh, if your runners only limit themselves to what they can unbolt.
deek
May 31 2007, 08:37 PM
Yeah, 5,000 per runner is about what I end up paying. But those are for "general" jobs...and if a runner does 2-3 a month, they can maintain a low to middle lifestyle and have a little extra cash to spare.
Granted, I run a more karma-driven game, as I have upped the karma awards greatly. Most of the players don't have any super equipment or cyber...honestly, no one has purchased any cyber since chargen, but they also haven't really wanted to quite yet.
I throw in a "big" job from time to time, where they may make 10,000 to 30,000 per runner, but those are few and far between. And if there is equipment that they really are wanting to get, then they will look for it and I will build a mission for that...
Konsaki
May 31 2007, 08:37 PM
Being found out that you were the one to kidnap the
really cute girl in the first place - Priceless
Moon-Hawk
May 31 2007, 08:39 PM
Let's put it this way. If the mission is to rescue some rich Johnson's daughter and, after rescuing her, they start calculating what they could get for fencing her betaware, talking to the organleggers, and the ghouls relative to what they're being paid for the run, they're probably not being paid enough.
lunchbox311
May 31 2007, 08:39 PM
QUOTE (WearzManySkins) |
QUOTE (Konsaki @ May 31 2007, 03:17 PM) | You actually pay your runners? Damn... And here I was sending my runners out on suicide missions, expecting them to steal everything that wasnt bolted to the floor to pay for their squatter lifestyles. |
Pahh, if your runners only limit themselves to what they can unbolt. |
General toolkit FTW!!
My group (myself included when not GMing) likes to loot but much of this is due to low pay "starter runs" or to mislead the place we hit. Once we establish a name for ourselves I have noticed that it falls to the wayside and everything is a little more stealthy.
Though some people in my group cannot help but take everything in sight, even when paid 50K+ a run. This just brings more problems for them down the line and sets up infinite campaign ideas for me... so it is not all bad.
Kyoto Kid
May 31 2007, 08:41 PM
QUOTE (Ophis) |
It is up to you completely, but for a skilled team with a good rep in my games you get 5K-30K each per run depending on skill and rep levels, and the risk of the run. I try and think how much the Johnson stands to make on the run (or whoever he is working for) and pay about 10% ie a prototype that will allow a corp to make a million (or just save that much) is worth about 100K. |
...I'm at about the same level
For some Johnsons' employers, sometimes it isn't so much a set nuyen value as it is a personal or political one. These are harder to set.
My current campaign is built on the MR J's LBB advanced chargen rules. This is to reflect already experienced professionals who have a bit street cred going for them. The average for the last mission was about 12k per runner.
Where runners really make out like bandits is swag. Fencing stuff like foci (particularly power & weapon) and paydata can easily eclipse the Johnson's original offer.
As a player, one of the most lucrative rewards was from Survival of the Fittest where basically all we did amounted to moving some furniture around in an office. Not sure if it was a GM mistake, but each runner received a split that you could seriously consider retiring on (Tomoe considered buying a minor league Baseball franchise - maybe she should have).
Sterling
May 31 2007, 08:48 PM
This is a rough one. It's changed in my campaign due to the fact costs seem to have dropped a little bit.
But the first rule of thumb is try to see what they're spending in terms of legwork. A problem may arise in that the Johnson's offer (say 3k a head, 500 up front) won't reflect the costs of doing business. If a rigger suicides a drone during the run, they might not break even (but new drone prices are so much better than before).
One way to adjust it is to offer other things to help beef up the payout. Paydata (important information that isn't related to the run but worth money), items, vehicles, drones, weapons.. they all can be fenced. If you realize you then went overboard and everyone's carrying a duffel bag full of pricey items to fence, then remember items to be fenced go for (base) 30% of their price. The modifiers and rules are found on page 303.
I usually try to offer midlevel runners 3 to 5k a head, minimum. The reason I have 3k as my minimum is that's the base fence value of a Honda Spirit. If your runners can make more money stealing cars than they would earn on a run, you need to adjust your minimums. Larger, more complex runs offer more. At the moment I'm running a metaplot that the ghoul population of Seattle is increasing, which meant ghouls were having to venture into more populated places and were attacking people in greater numbers and with alarming frequency. For a while the governement was offering bounties to help curb the attacks that were occurring all over.
Edit: I love the phrase 'triangle buttoning cars'.
I started this post when there were no replies, but my two year old son got fussy so I abandoned it, and when I returned, proofread, and hit post, I discovered many of my points were already made.
I am going to offer my team a moral choice in an upcoming session, sell an ancient artifact to a corporation, or destroy it. I was particularly proud of the Johnson's offer..
"I work for a large, very influential family. They have expressed particular interest in this item. The family's name? Nuyen, they're relatively well known. There are hundreds of thousands of them interested in acquiring this item."
Lagomorph
May 31 2007, 09:23 PM
Oh, I actually have a really interesting idea that I'm planning to pay my runners with next time.
Imagine this scenario:
Johnson has two jobs that need to be completed, one that involves an extraction of some person or object, and a second one where you only need to out or deny another corp of some object, which may be useful to the runners.
So, for payment of hiring the runners to run the extraction job, you give them the data (collected from a previous and different shadowrunning group), on this new tech. If the runners use it, you've denied the enemy corp from using it, if the runners sell it, you've outed the tech before the enemy corp could get proper rights meaning you can release your own version and get the lions share of profits.
It gets the runners interested in the item, usable tech, experemental tech, or new weapon systems. And if they sell it, they would get a worthy compensation. And for the johnson, you nail two runs with one team, for not paying them anything.
Moon-Hawk
May 31 2007, 09:30 PM
QUOTE (Lagomorph) |
And for the johnson, you nail two runs with one team, for not paying them anything. |
This Johnson deserves a promotion.
Sterling
May 31 2007, 09:30 PM
QUOTE (Lagomorph) |
Oh, I actually have a really interesting idea that I'm planning to pay my runners with next time.
Imagine this scenario:
Johnson has two jobs that need to be completed, one that involves an extraction of some person or object, and a second one where you only need to out or deny another corp of some object, which may be useful to the runners.
So, for payment of hiring the runners to run the extraction job, you give them the data (collected from a previous and different shadowrunning group), on this new tech. If the runners use it, you've denied the enemy corp from using it, if the runners sell it, you've outed the tech before the enemy corp could get proper rights meaning you can release your own version and get the lions share of profits.
It gets the runners interested in the item, usable tech, experemental tech, or new weapon systems. And if they sell it, they would get a worthy compensation. And for the johnson, you nail two runs with one team, for not paying them anything. |
Cue the Guinness commercial guys...
"BRILLIANT!!"
mfb
May 31 2007, 09:57 PM
something to consider: it actually doesn't matter what you pay the runners for a job. all that matters is how much the runners end up having. if a Johnson pays the runners 10k for a job, but during the run they end up acquiring a piece of gear worth 100k, then they have received 110k for that job. similarly, if they get paid 10k but 15k worth of their gear gets broken or expended during the run, then they received -5k for that job.
Lagomorph
May 31 2007, 10:08 PM
QUOTE (mfb) |
if they get paid 10k but 15k worth of their gear gets broken or expended during the run, then they received -5k for that job. |
I've had runs like that, riggers can lose a lot of money really quickly if things go bad.
FrankTrollman
May 31 2007, 10:50 PM
If runs are going to seem realistic, they should have payments in-line with the benefits your employers expect to get out of them. On the other hand, you should only expect your players to take those jobs that seem like a good deal as far as labor and risk. This means that many covert ops won't get done because the payment that can be offered simply doesn't hit the cash level that someone would want to actually do those tasks.
And that's fine. Actually having low hanging fruit that "just doesn't seem worth it" sitting on the table for weeks at a time makes the whole thing feel a bit more believable.
---
From the Johnson's perspective:
Any amount of money that goes into the Black Ops department can be invested in Haitian knock-off factories to fabricate look-alike dolls of Tickle-Me-Tlaloc to be sold on the down-low to overworked moms looking for a cumpleaƱos present for their kid. These things are cheap to make since they are made with reanimated labor in the Carribean League, and selling them for 20% the price of a "real" Tickle-Me-Tlaloc ensures a good throughput. Every yen that your black ops department throws at that hole is going to rain 2 yen back on you by the end of the year and there's basically fuck all that Aztechnology or anyone else can do about it so long as you don't overshoot yourself and make enough TMT replicas to cut into the overall demand and give Aztechnology a case in front of the Corporate Court.
Further, any amount of money that goes into the Black Ops department can be invested in an armed resource extraction caravan to the Congo, where it will spend a few weeks grabbing stuff that isn't nailed down and then pull it out to Cape Town or the Lagos Necropolis. Even with the bribes you have to toss to DeBeers-UO or the Ghoul kingdom you're still walking away with millions of yen worth of raw materials if your team walks away at all. With barely a 20% chance of never seeing your investment again, you're probably looking at doubling your money in a month.
So if you're going to hire some no-name Shadowrunner team for something, you'd better be looking at a monstrous return, because hair-dyed spazzes in Seattle and Hong Kong are unreliable.
In part this can be mitigated with the Johnson strategy of payment upon completion. That is, if you don't pay Shadowrunner groups who fail in their missions, then the only thing you've lost is time and opportunity - which actually equates to quite a lot of money, but not as much as if you'd also given them credits out of your bank account.
But you're still looking at a turnover of perhaps 10 times your total investment or you're just going to keep looking - because there are much lower risk ways to spend black ops funds than to hand over money and information to goons from the Longbeach Sacrifice Zone hoping that they'll steal stuff you want and then give it to you.
So the player characters are looking at splitting 10% of the total mission take with the Fixer, the information broker, the Johnson's salary, and the Johnson's hooker. And if the mission is destructive in nature, remember that if Shiawase is doing something that will impact Ares' market share that it will also impact the market share of Aztecnology and Saeder Krupp - which means that Ares is probably only going to be able to claim a benefit of 20% or less of the increased available market share from sabotaging Shiawase.
Still, while that sounds bad (and percentage wise it is - blowing up a factory is probably netting the runner team less than 1% of the lost production in raw monetary payment), remember that the numbers involved in corporate movements are really stupid big. In 1996, for example, the Ursus factory complex got the Polish government to write off 193 million dollars of its debt. A Shadowrun that increased or decreased the writeoff by just 10% would leave 193,000 to pay the Shadowrunners who did it - that's reasonable cash to a Shadowrunner team.
-Frank
knasser
May 31 2007, 10:54 PM
Don't neglect the frequency of jobs. If you find you've overpaid the players, then maybe they have to live off it for a couple of months. If you want to get them more money, maybe they get a call a week after their last job. Use this to even things out in a realistic manner, if you need to.
HappyDaze
May 31 2007, 11:13 PM
That last point is key. No one risks his ass 24/7 and expects to just 'get by' on the money. Make a big haul and live off of it for several months. Really big jobs might let you hold out for a year, but not if you're trying to build towards retirement. I don't usually have a team pull more than a half-dozen jobs in a year, and often less than half of that.
Glyph
May 31 2007, 11:34 PM
Also, doing a bunch of jobs in a row might not even be practical. For a lot of jobs, doing the job should be followed by leaving town or laying low for awhile, until the heat dies down.
When figuring out how much to pay runners, remember to separate your metagame calculations from how you run the Johnson. You want to give the runners enough to stay motivated but still be hungry; the Johnson wants to hire deniable assetts as cheaply as possible. So always make it feel like they are fighting for that payoff.
Ravor
Jun 1 2007, 04:59 PM
And also remember that Cyberpunk is like a bad Country Song thrown in a blender with a 'Nam Movie and a healthy does of LSD, by the end of it you're doing good if all you've lost is your girl, your home, your truck, and your dog.
Also remember the sucess is realitive, the Runners might barely be making ends meet, but if everyone around them is out and out backsliding, then they are still doing good. As for the idea that people won't risk being shot at to barely make ends meet, well remember that by 2070 very few people even remember the 'good old days' when you could actually improve your soci-ecomonic class with hard work and determination, now life is just a rigged lotto, the Rich make sure that they get Richer and everyone else can go frag themselves.
sunnyside
Jun 1 2007, 05:35 PM
A note on what Ravor said. You have to pay the runners enough or they'll get miffed at not ever getting new toys and figure out they can just boost cars for more money.
But even though you're giving out money make sure they're never satisfied. Dangle things in front of them that want, keep them greedy. Fixers want to make cred too so have them actively do some dangling of new tech and the like(like when new sourcebooks come out).
Some players may be the sorts that seem to only need Karma. Keep them greedy too. Technomancers want drones, adepts want weapon foci. Everybody should want contacts (who can cost). Everybody needs training. Everbody should want better intel (also costs). New products should be coming out regularly. Even if they don't offer new game mechanics all the "in" runners have them.
And finally I'm a fan of cash to Karma. That isn't in the current rulebook I don't think. But the idea is that by living it up or whatever they can get a little extra karma. You'll want to decide how to use it in your campaign. Currently I give a +1 karma bonus for each level of lifestyle a runner pays for over "low" in a month. Note I don't make them purchase a lifestyle par se. If they're the mystic minimalist sort maybe they spend their money at a lodge on very expensive mystic meditation candles and crystals and teachers to aid them in their journey of internal discovery. Maybe another runner lives in a hole in the wall but after a windfall blows huge piles of nuyen that month out partying every night. Often I'll spend a little time RPing this stuff with them.
Besides keeping them greedy I like it because it tends to flesh out the characters personal lives.
FrankTrollman
Jun 1 2007, 06:54 PM
It's true that world-wide real unemployment is over 50% in the Shadowrun fuure - so stabbing people for room and board isn't quite as unappealing an offer as you'd think.
But the PCs usually have the skills to make their own crime. And that can be fine. If the PCs genuinely want to just ad hoc criminal behavior, that can be an entertaining campaign.
-Frank
Eleazar
Jun 1 2007, 07:29 PM
Always remember rule number 1, anything, and I mean anything you give NPCs as far as gear, vehicles, assets, tools, etc can and will be taken by your players. If you create a node which has all rating 7 programs, they will find some way to hack and steal it. If you give an NPC a supercool car, the players will find some way to make it their supercool car. If the enemy mage has a power focus 6, your player mage will find a way to obtain it for the next gameplay session. This seems to be something GMs will forget on occasion, and then all of the sudden they wonder why their player characters are geared out to their teeth.
sunnyside
Jun 1 2007, 07:57 PM
on the note of the last two posts. It's important to remember the ecology of the shadowrunner. Corps need them for deniable assets. Independent Johnsons need them for access to any sort of "assets". But runners also need the J's for jobs they can walk away from.
See if you're a runner and you hit up corp A for corp B the heat will be on for a little bit as corp A tries to get some relevant intel. But after a while the situation will go cold and there isn't any margin for corp A to bother the characters as corp B could just hire someone else for the next run. And since any corp is as likely to use them as any other the other corps don't care. And theirfore neither does lone star. Even society as a whole just thinks the runners are cool. Ditto for the other sorts of runs that shadowrunners tend to do.
However when the runners go into crime on their own they are the root problem. And that means suddenly other corps and Lone Star take an interest in shutting them down. Other crime based organization may take notice. The heat doesn't really wear off.
Runners like to think they're immune, but it's really the don't care factor that lets them exist. If you hear mutters about just starting to boost vehicles I suggest having a run where your runners hunt down a different group of runners who thought it would be wiz to start doing Johnsonless runs where they bust into corps and just steal whatever is the most expensive stuff around. Once they set their munchkin minds to it your players will start figuring out fast that it's hard to stay hidden in SR4.
It's also important for runners to not make things personal. A varient on the above would be to have the runners track down a team that casually offed a cubicle dweller that the boss was in love with. Actually with the salaries those guys bring down it might be fun if the runners are competing with a couple other teams to see who can whack members first. Like the Johnsen gives them a measly 2k each as a retainer and informs them that two other teams are involved. The team that pissed of the boss consists of 6 members and each ones head is worth 30k to whoever geeks them. Actually that sounds like a lot of fun, I may run that myself.
Lagomorph
Jun 1 2007, 10:19 PM
QUOTE (sunnyside @ Jun 1 2007, 07:57 PM) |
it's hard to stay hidden in SR4. |
I think thats the biggest changes between SR3 and SR4. In SR3 you could actually hide, but in SR4, you just have to hope no one puts all the pieces together to figure out who you are.
Edit: I'm actually going to be doing a run similar to that soon as well, its a great idea!
toturi
Jun 1 2007, 11:18 PM
QUOTE (sunnyside) |
However when the runners go into crime on their own they are the root problem. And that means suddenly other corps and Lone Star take an interest in shutting them down. Other crime based organization may take notice. The heat doesn't really wear off. |
OK, then what is the difference between a Johnson asking you to steal a car and telling you that you can sell, he just wants the car stolen and you go steal a car and sell it yourself? How does LS know that one crime is a shadowrun and the other is a crime on its own?
sunnyside
Jun 1 2007, 11:37 PM
Stealing a car or diamonds or something for a Johnson would be sucker work. They would pay less than a fixer if you just stole them. And doing so probably would bring down more heat. Though they would at least have someone to offer up if LS is closing in.
But just because a J asks you to do something doesn't automatically mean you aren't going to bring down heavy heat. For example if some Vory J hires you to loot all the kids out of an orphanage for lunch the drek will hit the fan if they do it. (though again at least they'd have someone to offer the cops).
But typical shadowrun work is obviously for a third party. For example just thinking through SR missions/adventures I've read in my head I can't think of any that wouldn't be pretty tell tale. Well I guess if the team backed the van up to every place they searched and cleaned them out it would look like robberies. In which case I would increase the heat on the runners.
In fact to develop an interesting backstory after each run I'd suggest sitting down and thinking about the future impact. For example what does lonestar think of what went down. Do they care. Is there going to be any heat on the runners? How long before it would die down? Does anybody even know it was them? Did they personally piss off anyone who can do something about it?
toturi
Jun 2 2007, 01:03 AM
Then what would be the difference of committing a crime for yourself and committing the same crime for a Johnson? Is there some sticker that you out at the scene of the crime,"This be shadowrun"? If stealing diamonds or a car for a Johnson is sucker work, then a datasteal has to be the suckiest work. A typical shadowrun cannot be obviously for a 3rd party because that would bring down more heat on the J and he doesn't want that. Either way, working for a J or independent, you should bring down the same amount of heat.
sunnyside
Jun 2 2007, 01:15 AM
Ok take a datasteal. It's obviously a shadowrun. What are the runners going to do with the forumla for a new breakthrough mood detecting nail polish?
Again if they steal everything that isn't bolted down (and they whip out the blowtorch for a few that are) they'd get extra heat brought down on them.
If they don't, however, LS writes it off as just another shadowrun and while Glam MORE nails LLC may be after the runners for a while. Once the situation has shaken out and there isn't anything to be gained from capturing them the heat is off.
Random
Jun 2 2007, 01:20 AM
QUOTE (sunnyside @ Jun 1 2007, 02:57 PM) |
See if you're a runner and you hit up corp A for corp B the heat will be on for a little bit as corp A tries to get some relevant intel. But after a while the situation will go cold and there isn't any margin for corp A to bother the characters as corp B could just hire someone else for the next run. And since any corp is as likely to use them as any other the other corps don't care. And theirfore neither does lone star. Even society as a whole just thinks the runners are cool. Ditto for the other sorts of runs that shadowrunners tend to do.
However when the runners go into crime on their own they are the root problem. And that means suddenly other corps and Lone Star take an interest in shutting them down. Other crime based organization may take notice. The heat doesn't really wear off.
|
Sorry, but I can't by that, at least not if your running a realistic world. Check out Real Police procedure or modern Security companies. For most crimes the case is forgotten about within a week if it is unsolved. The exceptions of course being HIGH profile ones. But I can't see stealing cars being HIGH profile even in 2070.
Look at even the way high profile cases are handled. A few dozen officers will be assigned to the case for a few months or until the media hype dies. Then it is relegated to the unsolved pile. If you doubt this check out the history of the "Green River Killer".
If anything the Lone Star is MORE likely to forget about it then Corps. After all LS has more then enough on their plate, to worry about a crime more then a few days old. If they don't then you have a LS that is too effective and their should be no little or no crime in 2070.
To sum up.
J has SR steal a prototype car and
1) The Corps will hunt for it until it is nolonger profitable.
2) LS will hunt for it long enough to look like thy are doing the job. A few days or so unless that Corp has a lot of pull.
SRs steal the same prototype car on their own.
1) The Corps will hunt for it until it is nolonger profitable.
2) LS will hunt for it long enough to look like thy are doing the job. A few days or so unless that Corp has a lot of pull.
I don't see where either the Corps or LS will act differently and in both cases LS will be off the case before the Corp. After all they have less to gain then the Corps.
Random
QUOTE (toturi) |
Then what would be the difference of committing a crime for yourself and committing the same crime for a Johnson? |
not that i'm advocating hammering groups who seek out jobs on their own instead of waiting for a Johnson, but there is a difference. a crime ordered by a Johnson will be much harder to solve than self-starter's crime, because there's a huge divide in the body of evidence. half the evidence (the motive and the money trail) will lead to the Johnson, and the other half (forensic evidence from the crime itself) will lead to the runners. you'll essentially have two solve to cases at once: who committed the crime, and who paid to have the crime committed. you can't solve one without the other, generally, and they have to be solved simultaneously--without the Johnson, the runners have no motive, and without the runners, the Johnson can't be linked directly to the crime.
a self-starter's crime, by comparison, is much simpler--the crime was commissioned and committed by the same group of people, so there's only one set of evidence that needs to be gathered and only one case that needs to be solved.
toturi
Jun 2 2007, 01:24 AM
QUOTE (sunnyside) |
Ok take a datasteal. It's obviously a shadowrun. What are the runners going to do with the forumla for a new breakthrough mood detecting nail polish?
Again if they steal everything that isn't bolted down (and they whip out the blowtorch for a few that are) they'd get extra heat brought down on them.
If they don't, however, LS writes it off as just another shadowrun and while Glam MORE nails LLC may be after the runners for a while. Once the situation has shaken out and there isn't anything to be gained from capturing them the heat is off. |
No, it is not. Does the book say that it is? Sell it to the highest bidder on the black market. Just like what they did with the credit information of the 1000 biggest customers of the company. LS will treat it like any other case of corp fraud(or the appropriate crime, since I am not well versed in law). How will LS know it was a shadowrun for another company? If the runners are contracted for wetwork, how does LS know it was a shadowrun and not someone with an independent agenda?
toturi
Jun 2 2007, 01:29 AM
QUOTE (mfb) |
not that i'm advocating hammering groups who seek out jobs on their own instead of waiting for a Johnson, but there is a difference. a crime ordered by a Johnson will be much harder to solve than self-starter's crime, because there's a huge divide in the body of evidence. half the evidence (the motive and the money trail) will lead to the Johnson, and the other half (forensic evidence from the crime itself) will lead to the runners. you'll essentially have two solve to cases at once: who committed the crime, and who paid to have the crime committed. you can't solve one without the other, generally, and they have to be solved simultaneously--without the Johnson, the runners have no motive, and without the runners, the Johnson can't be linked directly to the crime.
a self-starter's crime, by comparison, is much simpler--the crime was commissioned and committed by the same group of people, so there's only one set of evidence that needs to be gathered and only one case that needs to be solved. |
What I meant was is there a difference between the way the police treats a SR and a non-SR crime? How would they know that one is an SR crime and the other isn't?
What is the difference in terms of game mechanics? More rolls? Different skills? What?
i dunno, maybe i'm alone here, but is anyone else of the opinion that 90% of shadowruns don't result in any heat being brought down on anyone? if i were a corp and someone stole the formula for the mood-detecting nail polish i was getting ready to market next week, i wouldn't waste time trying to track down who stole it--i'd be too busy doing damage control, preparing litigations to keep the formula from being used by anyone else until mine hits the market, figuring out what holes in my security got exploited so i can shore them up, figuring out who leaked the existence of the formula in the first place, and so on. it would do me little good to find out who bankrolled the theft--that will become apparent in the very near future, when one of my competitors comes out with mood-detecting nail polish. and it would do me no good to find out who actually performed the theft, except insofar as it relates to tightening internal security. exacting revenge on the runners will only further detract from my bottom line.
QUOTE (toturi) |
What I meant was is there a difference between the way the police treats a SR and a non-SR crime? How would they know that one is an SR crime and the other isn't?
What is the difference in terms of game mechanics? More rolls? Different skills? What? |
i agree with you there--no difference. the only difference will be in the solveability of the crime, not in the handling of the case. once LS figures out it's a bunch of unaffiliated self-starters, though, i believe they will pursue the runners with a vengeance. the runners are, relatively speaking, easy meat--there are no messy syndicate connections, and few if any territorial disputes. just professional criminals out there hanging off a low branch.
Demon_Bob
Jun 2 2007, 02:21 AM
QUOTE (Konsaki) |
Being found out that you were the one to kidnap the really cute girl in the first place - Priceless |
True - Nothing is more amusing than getting hired by a Johnson to 'rescue' a child from X corporate school as her mother leaves the company with another group only to hear on the news the day after the run that someone is offering a reward for the safe return of their daughter.
A fun run. The hardest part was avoiding tipping off the others looking for her.
Taking every thing in a run is somewhat akin to stealing the Low-Jacked, Stealth RFIDed, Unmarked Police Car with an hidden forward facing camera and open cabin mike.
Demon_Bob
Jun 2 2007, 02:28 AM
Some Shadowrun Missions will go largely unpunished because the corporation in question does not want to admit that they were involved in certian activities in the first place, or for other organizations that they were bested, despoiling their Reputation. So the search for the perpetrators would have to be conducted more discreetly, eliminating some possible avenues of finding the culprits.
QUOTE (Random) |
Sorry, but I can't by that, at least not if your running a realistic world. Check out Real Police procedure or modern Security companies. For most crimes the case is forgotten about within a week if it is unsolved. The exceptions of course being HIGH profile ones. But I can't see stealing cars being HIGH profile even in 2070. |
There are more than a few PDs that run DNA traces on stolen cars. It's really hard to avoid leaving trace evidence, and the tests get cheaper every year.
As Police Extend Use of DNA, A Smudge Could Trap a ThiefDNA on bun dooms car thiefAnd while you might not have a name in the system (yet), how about a second cousin?
Suspects get snared by a relative's DNA
QUOTE (mfb @ Jun 1 2007, 06:33 PM) |
i dunno, maybe i'm alone here, but is anyone else of the opinion that 90% of shadowruns don't result in any heat being brought down on anyone? i |
We always tried to minimize the heat. No trail of dead bodies (that have to be explained to the police/relatives), no huge explosions, always trying to make certain that whatever we took/did was done to people who would be most inclined to STFU about getting ripped off.
QUOTE (Ravor) |
And also remember that Cyberpunk is like a bad Country Song thrown in a blender with a 'Nam Movie and a healthy does of LSD, by the end of it you're doing good if all you've lost is your girl, your home, your truck, and your dog. |
That's why I really like the movie "Domino" as the example of Shadowrun. (minus the magic, high tech, etc.)
Random
Jun 2 2007, 03:24 AM
You missed my point. I was not trying to imply that police couldn't catch car theives. Just that they will stop investigating after a few hours or days. Sure the data will remain in the computer and may catch the thief later, but the same also goes for the corp. The poster I was responding to was claiming that the Police will continue to pursue it, Much longer then the Corps. My point was that police in reality drop things quickly. Quite often faster then those who were victimized. The same would likely hold true in the future with the Corps being the ones to continue to pursue the matter as long as it was profitable, OR as long as there reputation was on the line.
odinson
Jun 2 2007, 03:35 AM
QUOTE (Konsaki) |
Being found out that you were the one to kidnap the really cute girl in the first place - Priceless |
Sounds like "The Big Hit" to me.
QUOTE (Random) |
You missed my point. I was not trying to imply that police couldn't catch car thieves. Just that they will stop investigating after a few hours or days. |
Well, yes, there are rarely entire robbery teams dedicated finding out who stole your car. But the cops generally stop investigating any crime once the know who did it, and a DNA match gives them that. At this point they now have to find them, and that's a different set of skills.
But knowing who stole it is highly useful in catching them. Assuming the cops can't just walk up to their house and arrest them (which isn't that unlikely) they can still make life exciting. Putting their picture into the automated facial recognition engine on the squad cars and public cameras, setting it up so they get flagged as a wanted felon the next time they have to use biometrics, searching the databases to see if there is a fake (or real) ID that matches them, etc.
FriendoftheDork
Jun 2 2007, 03:57 AM
Of course, rewards should vary (and generally increase as the runner's street rep increases), but I wouldn't overdo it. After all, if the team is all fresh the Johnson is taking alot of chance on them. The ones who hires completely new teams tend to lowball the price ALOT - simply because they know the runners have no alternative as no one will give them good jobs.
For my PCs first job they recieved... about 50 nuyen each for a day. Of course, their first job was looking after a Stuffer Shack in the Barrens with automated gun systems and bullet-proof windows, taking nuyen from an unarmed BTL junkie, and keeping a crowd of hungry barrenites from overrunning the food delivery.
Now on their first real shadowrun they made total 16k (4 players) and they were very happy with that. Sure, it won't pay for one of their's high lifestyle, but a couple more of the same caliber will.
Their next two runs (1st in the same month as the last one) will net them 5k and 5k (for the team )only, but they will be milkruns that only takes them an evening. 1000+ nuyen for an evening is good pay, especially if you're not in a high risk, and you can get better work in a few days.
Another big dangerous mission I'm planning will net them 100k total if they do it right! But these kinds of missons will be few and far between.