sunnyside
Jul 5 2007, 03:44 PM
Also I think he's new to SR4. I mean very new, like these are his very first runs.
And it looks like he's got a player that has an "optimized" character, and is trying to take over a chunk of the barrens in his downtime while leaving the rest of the team out, apperantly just because he can.
Call the player what you want, but that's a massive headache for a brand new GM.
The problems I see are with keeping the other players involved and keeping a cool head.
Maybe Shadow misused accident a little. Honestly I think we all flubbed something a little in our early adventures if the players weren't on a beaten path. I mean you look up the power you want to use, already feeling like looking it up is wasting game time, and it says "GM discression,"
Until you can site page numbers and stats off the top of your head in situations like that I would suggest either going straightforward (just have the spirit zap him in his bunker), or avoid the situation, such as by saying the gangers aren't interested in a meet. Or send in a single attractive face of the opposite sex to blow them away with social skills.
The point is that a potent character like an initiate gang leader absolutly knows the full extent of all his abilities and probably has a solid idea of the abilities of everything else in SR and has time to plan things out.
At this point you don't, and "certain types of players" will exploit that, because the do.
Nocturne
Jul 5 2007, 06:40 PM
I think the bunker situation should have been handled much more slowly. So the rigger wants to take over a chunk of the Barrens. A laudable goal, sounds like fun! What do the other players want to do? Would it end up being a secure HQ of sorts? Are they interested in helping the rigger establish it?
Personally, I would rule that nothing short of outright purchasing a Low or better lifestyle (200k+) gets you ownership of a Barrens "bunker" at chargen. Even then you won't have any of the security you'll want -- neighbors too close, no toys, bad infrastucture. So I'd sit down with your players and figure out what they want to do to make this bunker a reality. Use that as springboards for events and problems to solve, rather than just handing the rigger a bunker and then assaulting him with a local gang.
Possible adventure seeds involving finding suitable property:
- You find an idea spot but a free spirit lives there... negotiate, or exterminate?
- Or, a failing corp is using the property... maybe a little corporate sabotage can encourage them to give it up? Maybe another corp is willing to fund said downfall -- make a deal with a devil?
Once you have it, you need to keep it:
- Local gang wants in on your action, just like you started to do. Maybe it's time to enter gang politics and see who needs to be played off of who. Wholesale destruction might attract a lot of notice, even in the Barrens. Gangers aren't stupid either, they see some hardened 'runners digging in, they're going to look to work other angles too. Cut off their power, water, mine the roads, extort nearby merchants to blacklist them, etc. Bunker starts to sound more like tomb.
- The players make nicey-nice with the local gangers, and an enemy gang ups and ousts them. Start over, chummers.
- Your contacts know you have some nice secure digs, and one calls in a favor to hide someone for a while (spring this after the players get a really big favor from them). All sorts of things could get dragged into the game here -- mafia, Lone Star investigators, awakened critter (dragon/spirit/vampire/etc) with a vendetta, you get the idea. If it goes well, you could suddenly become the go-to guy for keeping friends safe. Goody.
- All manner of local politics could start creeping in, since it's a permanent home and they can't just relocate when stuff they don't want to handle crops up. Political/social agitators move into the area, bringing too much attention and chaos. The locals are disappearing (corp abductions? vampire nest? astral rift?) and since they're the Big Bads on the Block, they're harassed into dealing with it.
- However they handled the acquisition step could come back to haunt them. Annoying a corp, making a deal with a corp, vengeful free spirit, something unique about astral space here that attracted the spirit in the first place (cyclical magical weirdness, etc.).
I guess my point is, the bunker rigger needs to be more fully integrated into the group, and into your game plans. Once you approach it that way, your campaign can almost write itself.
Sterling
Jul 5 2007, 07:02 PM
QUOTE (Rotbart van Dainig) |
So in fact, the disconnect was 'I can do what I want since I have uber drones' countered by 'But I can make happen what I want since I have uber magic!'. Very mature.
The problem is that Accident is not a controllable effect, and thus, not a swiss army knive to make happen whatever you want. In fact, it isn't even able to perform at all as the NPCs intended - and thus, they wouldn't have chosen it.
Ruling in favor of NPCs is a bad thing to do as a GM.
In this case, Accident was clearly abused, no matter what the rationale. |
Well, the first point I'd like to make is that technically, playing any RPG is a more sophisticated version of cowboys and indians, really. The dice help keep down any debates along the lines of 'you're dead!' 'Am not!' but even then, they sometimes occur.
In this case, the NPCs knew the character had a killer drone. They came with spirits used to disrupt the drone. The accident power is used however the GM sees fit, so in this case the response was mature (a well planned means of withdrawing is not abusing the player or favoring the NPCs). The gangers did have a plan, and they wanted nothing to do with the character even after the offer of weapons. So they left. And when they left, they ensured the drones wouldn't cut them down. Spirits can talk, so I can easily see the ganger leader asking the spirits if they can effect the drones and (barring the spirits unfamiliarity with technology) working out a plan regarding them. Or simply ordering them to interfere with the drones. If the spirits have a power, one can make a good case the spirits know how to use it, right? But would the accident power work the same way every time versus drones? No. A spirit will use the path of least resistance. If the next time a spirit is told to 'stop a drone' via accident, it might be easier to have a power line snap and land on the drone, volting it. Accident's effects are determined by the GM, so it's not going to be 'locked down' to one specific type of accident. Magic is Shadowrun's most unpredictable aspect, it has few limits and can do almost anything.
The GM's wordview is law. I've been in a thread where it was obvious that different GMs treat the Humanis Policlub differently. If I played in one of those games where the GM treated the Humanis differently than I did, would I debate with them over their interpretation? No. I would make a mental note of the GM's call and modify my behavior accordingly. I'm not in a game to 'win', and I don't run my games for my players to 'lose'. But my players know I want to challenge them, and if something's too easy I adjust it to be more difficult in the future. if it's too hard, I better think of something so they don't pay a price for my overestimation of their capability. But they're in my world, and if I decide the rigger's drones are affected by accident in a certain way, then that's legit.
There's clearly a difference of opinions on this issue, and I am not claiming my take on it is correct for anyone other than myself. I can see why ShadowDragon did what he did. Accident does not always get a resist check, but in this case there could have been a test to 'reacquire' the lost drones. The rules exist as rules and as guidelines. Interpretation is wholly subjective, but the GM has the final word. That's the point I was making in regard to the worldview clashes.
fistandantilus4.0
Jul 5 2007, 07:11 PM
QUOTE (Sterling) |
Well, the first point I'd like to make is that technically, playing any RPG is a more sophisticated version of cowboys and indians, really. The dice help keep down any debates along the lines of 'you're dead!' 'Am not!' but even then, they sometimes occur.
|
Just reminded me of OneTrikPony's sig, as it seemed appropriate in many ways.
QUOTE (OneTrikPony) |
We have rules because we need to establish limitations. With no rules were just playing Cowboys & Indians with Fingerbullets. |
Rotbart van Dainig
Jul 5 2007, 07:13 PM
QUOTE (Sterling) |
Accident's effects are determined by the GM, so it's not going to be 'locked down' to one specific type of accident. |
So you are advocating that it's perfectly ok that the GM defines the effect to be most convenient for the GMs characters?
Thanks, but no thanks. Been there, didn't suffer it, walked like the rest of the group.
ShadowDragon8685
Jul 5 2007, 07:15 PM
Better fingerbullets than fingertip compartments loaded with monowire whips.
Rotbart van Dainig
Jul 5 2007, 07:18 PM
QUOTE (ShadowDragon8685) |
Better fingerbullets than fingertip compartments loaded with monowire whips. |
..he defied 'Johnny Mnemonic' - burn the heretic!
Mistwalker
Jul 5 2007, 07:20 PM
Shadowdragon,
next time you want to use accident on drones, go for the essential, have the power supply short out (battery dead - drone not doing anything till the battery is changed; fuel line burst, enging stops). You may want the summoner to instruct the spirit to do that.
If you want to destroy the drone, the accident is that the drone confuses it's IFF and fires on one of the other drones or chars. Or if you are really feeling nasty, switch target and user data, so the drones no longer answer to the PC, but to the NPC (even though the NPC may not know this, specially if they didn't order it(.
If you use either of the above, remember that players will use it on your NPCs.
I would also suggest doing that audit on that PC.
Read up a bit on magic.
Read over the Missions adventures, even the old ones, as they have a lot of good ideas/runs.
You can always let a player roll dice, just don't tell him the number of successes needed before he has finished rolling (edge used or not). You can adjust what happens on the fly (from saying he needed one more success than needed, to him getting partial success, to him wildly succeeding - rolled all 6s, the dice ended up stacked one on top of the other).
Rotbart van Dainig
Jul 5 2007, 07:21 PM
You may want to note that accident does not direct damage.
Mistwalker
Jul 5 2007, 07:25 PM
Shrugs,
then the fuel line came unconnected, the wire from the battery slipped and is no longer connected.
I was going for the intent of what Shadowdragon wanted to do, providing suggestions that won't have the players yelling, but still allow him to run his game the way he wants to.
ShadowDragon8685
Jul 5 2007, 07:27 PM
I tried saying that the Accident power caused a blip in the power supply.
Then he started screaming at me that that was not a "normal" accident. I then said "fine, the guns jam!" So he pointed out how many dice he gets and calculated the odds of a critical glitch, again, to claim that it was not a "normal" accident.
Rotbart van Dainig
Jul 5 2007, 07:30 PM
QUOTE (Mistwalker) |
then the fuel line came unconnected, the wire from the battery slipped and is no longer connected. |
Following that reasoning, it would be perfectly fine for Accident to cause heart attacts.
Don't think so.
fistandantilus4.0
Jul 5 2007, 07:31 PM
Sorry, but , of course it's not "normal." Isn't that the point?
Serisouly, you two need to sit down and talk about what you expect from the game. This scenario is past, and you can both learn from it. Think of it as geting some exp of your own, and upping your GM and PC levels. now you're 2nd level. yay. OR, for a system that doesn't give you cancer, your knowledge skill in RPG:Rules Debates has just increased to 3. hazzah!
He knows that the spirit should and would be able to waste him. You know that the spirit should and would be able to waste him. So , have the spirit waste him, he wakes up after a sound beating, and hopefully learns from the experience.
Rotbart van Dainig
Jul 5 2007, 07:32 PM
QUOTE (ShadowDragon8685) |
I then said "fine, the guns jam!" |
That, on the other hand, is ok.
Drone uses simple action 'ready weapon' to unjam, Drone shoots.
Mistwalker
Jul 5 2007, 07:34 PM
QUOTE (ShadowDragon8685) |
I tried saying that the Accident power caused a blip in the power supply.
Then he started screaming at me that that was not a "normal" accident. I then said "fine, the guns jam!" So he pointed out how many dice he gets and calculated the odds of a critical glitch, again, to claim that it was not a "normal" accident. |
Accidents are just that, there are no normal accidents. There are more likely accidents, preventable accidents, but no normal ones.
If a player had started arguing with me about it, I would just point out that that is my interpretation of the rules, the SR world, etc... Remember that it is your world that the run is happening in, you need to be consistent with your interpretations, but the players have to adapt to your rules/interpretation, not you to theirs.
I am willing to listen to counter arguments (not in game time, my players accept the ruling and move on) after the game, but not during the games (no rules lawyering). If I am ever wrong, I make it up to the player/PC. I try and avoid reality shimmers.
Mistwalker
Jul 5 2007, 07:36 PM
QUOTE (Rotbart van Dainig) |
QUOTE (Mistwalker) | then the fuel line came unconnected, the wire from the battery slipped and is no longer connected. |
Following that reasoning, it would be perfectly fine for Accident to cause heart attacts.
Don't think so.
|
I don't follow your reasoning on this?
ShadowDragon8685
Jul 5 2007, 07:40 PM
He's likening a drone's fuel line/battery to a beating heart.
Point 1: A drone may be easily repaired with about a minute. A human may not be.
Point 2: I said the power
blipped not
failed. As in, it shorts for one combat turn, then boots back up. Then gets shorted again, or something else happens, when the spirit continues to Accident it. Etcetera.
Leading to point 3: An Accident certainly could cause a heart palpatine* that would make a runner stumble and need to take a pass to recover, unless he could manage a nice high BOD roll.
*Yes, I know, it's "Palpatation".
Rotbart van Dainig
Jul 5 2007, 07:48 PM
The point is that Accident itself is a directly revertible effect. It may have lasting consequences, but that another story.
How it happens that the vehicle is forced to crash is irrelevant - but that pretty much sets the guideline how 'long' that effect lasts: Not at all.
If it would cause it to reboot, the rules would say so, as there are rules for rebooting... and those really take their time.

Accident is great for stopping somebody on the move - but it's not intended to subdue anything. You simply chose the wrong tools for the task. Learn from it, choose more wisely next time.
Mistwalker
Jul 5 2007, 07:57 PM
QUOTE (Rotbart van Dainig) |
The point is that Accident itself is a directly revertible effect. It may have lasting consequences, but that another story.
How it happens that the vehicle is forced to crash is irrelevant - but that pretty much sets the guideline how 'long' that effect lasts: Not at all. If it would cause it to reboot, the rules would say so, as there are rules for rebooting... and those really take their time. 
Accident is great for stopping somebody on the move - but it's not intended to subdue anything. You simply chose the wrong tools for the task. Learn from it, choose more wisely next time. |
A wire coming lose takes no time at all, or a fuel line coming lose. The effects can be lasting.
Sounds very similar to a crash test, where it takes no time at all, but the effects can be lasting.
Please note that I am suggesting that if used against the PCs, it can be used against the PCs, and vice-versa. Part of the discussion seems to be peoples interpretation of "accident power". Tis why I also suggested that once a GM explains his interpretation of the rule, the matter is closed, as it is that particular GM's world view that is the correct one for that GMs game.
Sterling
Jul 5 2007, 08:08 PM
QUOTE (Rotbart van Dainig) |
QUOTE (Sterling) | Accident's effects are determined by the GM, so it's not going to be 'locked down' to one specific type of accident. |
So you are advocating that it's perfectly ok that the GM defines the effect to be most convenient for the GMs characters?
Thanks, but no thanks. Been there, didn't suffer it, walked like the rest of the group.
|
I can see how you could read that from what I wrote, but i still maintain you're missing the big picture.
This wasn't a critical situation. The Gangers weren't going to kill the PC. They didn't break in to wreak havoc. They listened to his offer, rejected it (based on his previous behavior) and went to leave, unhampered by drones.
In that aspect, he was well within his rights as a GM to rule that accident worked that way. If you disagree, you're welcome to do so, but there's not a single copy of the rules out there that proclaims the owner of this book is more correct in his rule applications than anyone else. If he wants accident to work like that, then in his game it does indeed work like that. Accident's effects are subject to the GM's definition. His definition differs from yours, we get that. But your claims it can't work that way are also just your opinion.
The duration of an accident is again, up to the GM. The power is instant, but if it causes my ammo belt to break, then I could theoretically reload the ammo. But if the ammo is located with the gun in a wing of an aircraft, I'm not getting out at 35,000 feet to refeed the belt, am I? If accident causes my drones to lose signal (by going to another frequency) they may take a few rounds as they try to reacquire my signal.
You have an opinion, and it's your right to voice it. But does your opinion mean his action was wrong? No. His choices are his to make, and if you don't like his choices, you don't have to play in his game or run games like he does.
And if I have a pacemaker or an artificial heart, then yeah, accident can easily cause it to skip a beat or beat irregularly, or in the case of a critical glitch level, stop beating altogether.
sunnyside
Jul 5 2007, 08:11 PM
On accident since some of the vehicles are stationary a crash test probably wouldn't do.
And while a wire coming lose is something I could see accident doing having it shut down a vehicle is a bit beyond the scope of what accident is supposed to acheive.
I guess you could roll something vs power surge or somesuch. That has the "permanent effect but you get a roll" mechanic in.
Actually I'm not 100% sure how engulf would work against a drone. The strength+ body mechanic doesn't seem right. But otherwise electric engulf (using energy aura) would probably be rough on vehicles.
Elemental attack would probably be easier to use.
Rotbart van Dainig
Jul 5 2007, 08:36 PM
QUOTE (Sterling) |
This wasn't a critical situation. The Gangers weren't going to kill the PC. |
No, the PC was potentially trying to kill the NPCs. That's critical to me.
QUOTE (Sterling) |
If he wants accident to work like that, then in his game it does indeed work like that. Accident's effects are subject to the GM's definition. |
Within the rules framework, initially. After that, GM fiat is a possibility, sure - but then again, why not accidentally turn those drones into potted plants? Just a minor glitch in reality, really - just an accident.

QUOTE (Sterling) |
You have an opinion, and it's your right to voice it. But does your opinion mean his action was wrong? |
That's a silly question in a thread where he asks for judgement about reading the RAW.
QUOTE (Sterling) |
But your claims it can't work that way are also just your opinion. |
Nope, that's the extent the RAW goes. Coincidental effects are a fun thing to twist, but that something to do in MtA.
Rotbart van Dainig
Jul 5 2007, 08:38 PM
QUOTE (Mistwalker) |
A wire coming lose takes no time at all, or a fuel line coming lose. The effects can be lasting.
Sounds very similar to a crash test, where it takes no time at all, but the effects can be lasting. |
Sound similar, isn't.
One involves a test to see whether things really go bad after the accident - the other doesn't.
One is directly causing permanent effects, the other only potentially, indirectly.
Sterling
Jul 5 2007, 08:58 PM
QUOTE (Rotbart van Dainig @ Jul 5 2007, 01:36 PM) |
Nope, that's the extent the RAW goes. Coincidental effects are a fun thing to twist, but that something to do in MtA. |
RAW states, and I quote, "The exact nature of the accident is up to the gamemaster, based on the circumstances and surrounding environment."
The only limiter is 'seemingly normal'. That means, according to the RAW, that the GM defines what happens. 'Seemingly normal' is entirely subjective. Therefore, his ruling works according to RAW.
I guess I should just offer the traditional 'we agree to disagree' olive branch, as this debate isn't making any headway.
Particle_Beam
Jul 5 2007, 09:00 PM
Rotbart von Dainig doesn't accept olive branches. He'll try to make one final comment, be sure of it.
sunnyside
Jul 5 2007, 09:02 PM
I don't know MitS so well. Wasn't there some kind of EMP spell? A spirit could have that as an innate spell, if it does something relevant. That would be more mechanically sound.
Whipstitch
Jul 5 2007, 09:07 PM
Street Magic has both a Pulse and Interference spell. Pulse can fry the non-hardened RFID tags and knock out electronics (albeit very temporarily) and Interference is basically just a magical version of a signal jammer. Yet another reason why Spirits of Man are just plain versatile.
Rotbart van Dainig
Jul 5 2007, 09:07 PM
QUOTE (Sterling) |
QUOTE (Rotbart van Dainig) | Nope, that's the extent the RAW goes. Coincidental effects are a fun thing to twist, but that something to do in MtA. |
RAW states, and I quote, "The exact nature of the accident is up to the gamemaster, based on the circumstances and surrounding environment."
|
RAW offers specific rules and examples, also. Mind quoting those, too?
Keep in mind that is 'the nature' of the accident, or how to convey it ingame, not the game effect.
QUOTE (Sterling) |
The only limiter is 'seemingly normal'. That means, according to the RAW, that the GM defines what happens. 'Seemingly normal' is entirely subjective. |
And other limits are defined by the example game effects.
On the other hand, 'seemingly normal' is only valid, if the accident 'seems normal'. As the rules don't specify who is the criteria for that, any objection invalidates it - obviously, that accident didn't seem normal enough.
QUOTE (Sterling) |
Therefore, his ruling works according to RAW. |
It still doesn't. There is no game effect in the Accident rules that specifies consecutive subdueing.
If that would be case, the power wouldn't be called Accident, but rather Entanglement.
Like I said - it's not that there is no way to achieve the desired effect... but with another tool.
Rotbart van Dainig
Jul 5 2007, 09:09 PM
QUOTE (Particle_Beam) |
Rotbart von Dainig doesn't accept olive branches. |
Top quality olive oil, on the other hand...
QUOTE (Particle_Beam) |
He'll try to make one final comment, be sure of it. |
Hell yeah.
Gargs454
Jul 5 2007, 09:59 PM
Frankly it seems that at this point, the RAW with regard to Accident are really beside the point. The problem here isn't really the GM's interpretation of the rules.
The problem, as Fist pointed out, is the relationship between the GM and the player. Until the relationship gets worked out, this situation is just a bomb waiting to explode. At some point in the future, the GM will make another "bad" ruling that likely will have a detrimental effect on the player. If the relationship has been patched up, then the player will/should politely point out the error (perhaps even out of game) and the GM will realize the error and thank the player for pointing it out. If the relationship hasn't been patched up, the player will assume that once again, the GM is trying to screw him over.
As for the actual encounter, I find plenty of faults with both the player and the GM. As to the player, it does appear that he is trying to make the game about him as opposed to being about the team of runners. Then, when things don't go his way, he cries foul.
As for the GM, my first question upon reading the scenario you set out is why the heck did Sticks agree to meet at the rigger's bunker? As you pointed out, Sticks knew that the rigger had a killer drone that was both very efficient and very nasty about its business. Add to that the fact that Sticks is presumably fairly street wise to have been able to build and maintain his little empire, its really hard to imagine that he would agree to go to the bunker. Rather, it would have been more along the lines of "Well, I'm always interested in acquiring new toys, but I'm really not interested in walking into a potential deathtrap. If you want to do business, you (or your representative) will meet me at Location X. And if you want to do business, you'll leave the drones at home."
Now, in all likelihood, the player will be upset as this will potentially foil many of his plans. He can try to negotiate a better location, but I imagine that Sticks is a pretty good face as well. A player's goals are not always achievable at the outset. Still though, you should allow rolls to be made so at least you can point to the dice and say "Sorry, but he's not willing to meet your request."
As for the railroading bit, anytime a GM says "YOU ARE NOT WINNING THIS ONE!" it is going to sound like railroading whether you intend it to be or not. Like some of the others here, I agree with what the GM was attempting to do, but his implementation needs work.
In the end though, all that really matters for now is whether or not the GM and player can work together. The player needs to consider that the GM is new, and be understanding of that. The GM also needs to make sure that he doesn't confuse this with a "Them against me" situation. The GM can't beat the players because the GM is not competing against the players. Talk it out between the two of you, share a couple of beers (or colas, etc.) shake on it and try to see things from the other perspective. If you can't do this, then you should just go your separate ways.
Ddays
Jul 6 2007, 01:18 AM
I can see Sticks going, I'm so BA, fuck common sense.
But yeah, I agree that by RAW accident can do anything up to summoning a can of beans, but me and few others seem to agree that causing drones to malfunction seem to be a bit too "convenient" for the GM.
I see where you're coming from Sterling, but I don't believe that players necessarily have to follow a GM's lead on the universe if it makes it unfun for them. For me, the GM's goal should be to make sure the players have a good time, not to enforce his view on where a story should go (Though strong story telling does help most players have a good time),
Wounded Ronin
Jul 6 2007, 01:30 AM
QUOTE (Jtuxyan) |
QUOTE | [16:13] ShadowDragon8685: Not what I meant. [16:13] ShadowDragon8685: I was under the assumption that mass accident spam by piddling-level spirits was the best way to shut down your drones without permenantly damaging your ability to function. [16:13] Jtuxyan: oh [16:13] Jtuxyan: no [16:13] Jtuxyan: for that, you want the Interference power [16:14] Jtuxyan: that'll shut down the radio's completly, I'll still have verbals though [16:14] ShadowDragon8685: No, I don't, because you'll resort to voice commands over the intercom. [16:14] Jtuxyan: right [16:14] Jtuxyan: so [16:14] ShadowDragon8685: Jax, hold on a minute. [16:14] Jtuxyan: if you want to be al ittle bit metagame [16:14] ShadowDragon8685: YOU ARE NOT WINNING THIS ONE. [16:14] Jtuxyan: and really...what? [16:14] ShadowDragon8685: Whatever I have to do to do it within the rules, Sticks and his men are walking out alive, and your drones' pride is getting bruised. [16:14] ShadowDragon8685: Sticks is in fact that cunning |
I think that says it all.
CHOO CHOO! Now boarding the railroad train. No stops at fun.
|
Wow. This post actually made my day.
Years ago, back when I was in high school, I had a friend who was a killer GM. I remember the time that he told me after a game that if the PCs ever slaughtered civilians that the party would automatically die.
Cain
Jul 6 2007, 03:47 AM
As bad as the GM went, I can't say that the player's post makes me feel any more sympathetic. Am I thr only one who finds the "Choo Choo" comment to be more than a little immature?
Whipstitch
Jul 6 2007, 04:00 AM
Things like that is why I love my GM. It's hard to find people who believe their role is to mostly be an amoral arbiter of the RAW. I've ran into one too many GMs out there who feel their role is to defend the sanctity of their npcs, for whatever reason.
Crusher Bob
Jul 6 2007, 04:38 AM
Heh, I remember one time when the GM set out to screw us because we were half-assing the run. (What do you expect when you offer a pack of runners with 3-500 karma each some milk run for chump change).
Our antics in that run involved: using physical mask to look like a polar bear, then using improved invisibilty on top of that and taking a walk though a hospital emergency room, looking for clues. Our reasoning: if anyone managed to see through the invisibility, they would then be confronted with a polar bear wandering around the hospital.
Mr. death-sam is breaking into an apartment we though was empty for some reason. But is surprised to find a plumber with his head under the sink, working on the garbage disposal. The sam thoughtfully considers this, then takes the time to put on his stylish new sap gloves (from NARGL? the same thing that had all the stylish armors in it) before hitting the plumber. Due to stun overflowing to physical damage, the poor plumber is maimed, and we forever after started calling our sam "plumber slayer".
Sterling
Jul 6 2007, 07:01 AM
QUOTE (Ddays) |
I see where you're coming from Sterling, but I don't believe that players necessarily have to follow a GM's lead on the universe if it makes it unfun for them. For me, the GM's goal should be to make sure the players have a good time, not to enforce his view on where a story should go (Though strong story telling does help most players have a good time), |
I totally agree. If I was the rigger in question, and conquering the Barrens was my goal, then trying to consolidate power with the gangers is reasonable. But if I move too fast or make my life's goal an obsession instead of a motivation, then I would hope the GM would work with me, but not cater to me.
I also would not expect a goal to rule the Barrens to occur in anything but a very long and slow process.
I think my issue here is that Shadowrun is a storytelling game. It's primarily a story of people who have little to lose and everything to gain by putting aside their differences and working as a team to claw their way towards a better life while doing a variety of jobs no one else would be crazy enough to contemplate.
So when I play or run Shadowrun, I do expect players to give their characters motivations, and even the occasional obsession. But if a player tries to shortcut their way to success using methods I disagree with, there'll be a discussion first, and then firm but unyielding pressure if they really try to keep going. If my players have good long-term goals (I want to conquer the Barrens!) I'll incorporate that and help them work towards it, but unless the Barrens-ruler convinces the other players they ALL should work towards that goal... then it shouldn't be a focal point of the game that's detrimental to the other players achieving their character's goals.
For example, if I try to deal with gangers to either set them up or put them under my control, I'm not going to antagonize them by attacking them with drones. A handful of pissed-off and vengeful trolls and a Barrensworth of rubble means it's raining debris on my bunker all day, every day, with a 10% of rebar javelin strikes later in the evening.
I guess a better summary is that as Shadowrunners, there should be equal time for each runner, and players that try to hog the spotlight or divert the game in ways that make their character more important than the others isn't something I think is Shadowrun-esque. But the caveat is, as always, what might be a 'simple accident' in my game is not 'simple' nor 'accidental' in yours.
Ddays
Jul 6 2007, 07:29 AM
It does sound like your game is far more story telling based than the lateral thinking challenges my group has gotten used to, must be all the Heroscape and Descent we play.
Particle_Beam
Jul 6 2007, 02:20 PM
The point is, the game should be fun for everybody involved, GM and players. That clearly wasn't the case with ShadowDragon8685 and Jtuxyan. At least, they sorted it out now.
fistandantilus4.0
Jul 6 2007, 04:01 PM
QUOTE |
QUOTE (Jtuxyan) QUOTE [16:13] ShadowDragon8685: Not what I meant. [16:13] ShadowDragon8685: I was under the assumption that mass accident spam by piddling-level spirits was the best way to shut down your drones without permenantly damaging your ability to function. [16:13] Jtuxyan: oh [16:13] Jtuxyan: no [16:13] Jtuxyan: for that, you want the Interference power [16:14] Jtuxyan: that'll shut down the radio's completly, I'll still have verbals though [16:14] ShadowDragon8685: No, I don't, because you'll resort to voice commands over the intercom. [16:14] Jtuxyan: right [16:14] Jtuxyan: so [16:14] ShadowDragon8685: Jax, hold on a minute. [16:14] Jtuxyan: if you want to be al ittle bit metagame [16:14] ShadowDragon8685: YOU ARE NOT WINNING THIS ONE. [16:14] Jtuxyan: and really...what? [16:14] ShadowDragon8685: Whatever I have to do to do it within the rules, Sticks and his men are walking out alive, and your drones' pride is getting bruised. [16:14] ShadowDragon8685: Sticks is in fact that cunning
I think that says it all.
CHOO CHOO! Now boarding the railroad train. No stops at fun.
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To me, it's pretty clear that this thread has become more about pointing the finger at each other than really trying to figure out the issues going on with the group in question. We now have 6 pages of the same thing being rehashed over and over. We don't need three threads on the same subject.