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Dender
So, i recently found out that the players for the SR game i took over about a year ago from a friend are unhappy with the game. They went from a long deep and involved story campaign arc in my last campaign to something that I had hoped would be a short, interesting and fun diversion.

Put them in a situation where they would need to rely on their wits and skills, where fighting mooks would be a dangerous endeavor and where I had hoped they would tread lightly for fear of messing up things irreversibly.

The other way to phrase it is they "traveled back in time" to the frontier west. Not really, but they think they did. No tech, no wireless, no gear and no magic. I had wanted them to stretch the roleplaying muscles without falling back on "I don't have to negotiate with you, because I can just shoot you in the head". End of the arc isn't important really. Dead or alive, they would have returned "to the present" with the information they had gleaned.

So what happens? First thing they do is fleece the locals in a bar in a game of cards. Piss off the contacts they had in every way possible. Kill some of the "local boys" who were loud at their contact.

And now they are displeased with the outcome of being arrested, and having everything blow up in their face when the weird shit started happening. Long story short, game is dying as a direct or indirect result of my trying to put them in a situation where violence shouldn't be the best option.

So, what i want to know is, does anyone else have a similar experience? Because up until this last 3 game arc, I've gotten mostly positive feedback. Have you killed a game with what you thought was a good idea? What kills a game best?

Have you come close to killing a game and turned it around? How?
FrankTrollman
QUOTE
What kills a game best?


Breaking continuity. We play a game because we have reasonable expectations of what may happen as a result of specific actions. If we just wanted to sit around pretending to be characters having a magical teaparty where anyone could make up any crazy shit they wanted - we would do that.

We have statistics and roll dice because it prevents the game from being Cowboys and Indians with its inherently problematic "Bang! You're dead!/ No you missed!" resolution system. We have character sheets because it tells each player what each character is capable of. Having a Climbing dicepool of 8 means that you can't climb moondust onto the space rainbow, and it also means that you aren't going to fall down and break your neck climbing the cupboards in the garage.

When you take the game away from the players and leave only the story, the game is over. The players are lost and confused, and you would be well advised to expect them to lash out at their surroundings because there is no longer any ability to "expect" any particular outcomes from any actions. Moving the game unexpectedly into crazy dream land where the normal rules don't apply is not a recipe for the players to calm down and get into the spirit of magical teaparty. If you want to play magical teaparty you should start a game that is explicitly going to be magical teaparty from the get-go.

-Frank
WearzManySkins
So basically you took away all the "toys" they had accumulated, for a story arc/line.

In a past game of long ago, a GM did similar things, took things with out any possible explanation, even if it was secure and protected, for his story arc/line. We as players did not care/like this.

So we as players, schemed, plotted and beat the system. We ended up making millions in a meteoric iron radical enchanting scheme. We built a fortress that took the GM over a RL game year to breach, even then we knew we were breached and countered it.

So you need to evaluate your GM style versus the players gaming style. If the two are out of sync, then someone needs to change style or go your separate ways.

I can tell you that most players will not change their style of play by having all their toys taken with no real IG reasons merely for a arc that you consider neat.

The "its a dream story/arc" is abit dated and over used.

There are many forms and levels of role playing, they are not all the same, despite what the RP Stasi tell you.

If your players are combat monkies, trying to make them non combat monkies in one story/arc is doomed to failure. It can be done but over the course of many stories/arcs. My players took a muchkin and over the course of a RL year, turned him into a role player of sorts.

If your players style of role playing is not what you consider role playing then that is the major issue.

A great tagline I like is "It is roleplaying Boob, but not as you know it" biggrin.gif

WMS
Orient
I agree with Frank.

Also, wouldn't it be easier to discourage violence in 2070 than in frontier times? Given the technology level in Shadowrun, it's really easy to incorporate enough of a Big Brother feel that doing anything overtly illegal can be really, really touchy. That's why no fixer or Johnson worth his salt will choose Glow City over, say, a bar downtown.

It's also really easy to incorporate the Big Brother thing without having to resort to heavy-handed GM techniques - you, as GM, can do this while still operating well within the written rules, rather than just saying, "Okay, you guys pissed me off .. so the police find you." Using this technique, you don't want to overwhelm the players with paranoia - just keep them on their toes.
Ancient History
Never try to play Shadowrun Supers by replacing all the 6-siders with 12-siders.
Orient
QUOTE (Ancient History)
Never try to play Shadowrun Supers by replacing all the 6-siders with 12-siders.

...better than replacing them with open-ended d1's...
eidolon
I agree that it seems like this particular group just isn't getting into the idea, but that doesn't make the idea "bad". It just means that this particular group of players isn't latching onto it.

Have you explained what is going on to them OOC? I know that sometimes we as GMs have a tendency to want to leave things as surprises, but often we forget that the players don't have our overarching perspective of what's going on, and why it's fun. If you haven't told them as players that they haven't been totally screwed and they really aren't back in time, then they can't possibly know that they'll eventually be back to their normal environment. Without that knowledge, they may be much less willing to try and get into the moment when you change things up.

So my suggestion would be talk to the players, explain what you're doing (while making sure to remind them that their characters don't know the truth), and see if that doesn't change their attitude about the mini-arc a little bit. Explain that it fits into the larger scope of the game.

On the issue of players and doing stuff like this in general, it depends on the group. Some players wouldn't blink if they went from a firefight in a corporate facility to an old west frontier town, and would just jump in and play. Others are going to demand an explanation, and yet others are going to do what WearzManySkin's group from his example did, or seemingly what your group is doing, and get angry and try to ruin or derail the game. You just need to know what level of trust there is in your group, and cater to that.

As to storytelling techniques being "old", I'd hardly worry about that. There's no such thing as an original idea, and if every person on here wasn't using several fictional and narrative tropes every time they ran a game, I'd be amazed. Frankly, I don't expect to be amazed any time soon. wink.gif

One final though: if there is an adversarial relationship between the GM and players in any group, then you are going to have problems. We're not here to "beat" one another, we're here to have fun.

edit: I'm always somewhat bemused by the "advice" that gets offered in these threads that has nothing whatsoever to do with the original post.

Also, Frank, where did Dender say that he had stopped using conflict resolution methods? That is stopped being "a game"? Methinks you're assuming much.
Whipstitch
QUOTE (Orient @ Oct 7 2007, 10:52 AM)
Also, wouldn't it be easier to discourage violence in 2070 than in frontier times?

That was my first thought on the subject. If you want avoid things like bloodbaths, standoffs and showdowns, why the heck would you choose a frontier town? People today are more likely to have been raised on Clint Eastwood than Gene Autry; you put shadowrunners in anything remotely resembling the old west and there's likely to be a hell of a lot more shooting than singing.
Kerris
Really, I think what you have to do is determine what your players want out of the game. Individually, if necessary. Last year, I ran Shadowrun for a few sessions, and it failed miserably, because I was unsure of what my players wanted, and thus some were uninterested. Now, I'm running for another group (with some of the same people), and I understand what most of them want. The demolitions expert/driver/heavy weapons guy is a little hazy... not quite sure what to do with him (and I'm not sure he's having fun yet).

One player wants social situations and a chance to use his magic. One player wants some detailed medical puzzles (Medical adepts are awesome, btw). One player wants to kill shit good like. Another wants interesting hacking situations, and old-style tech. The last one, I think, wants to blow stuff up.

So, I have a lot of different interests. It's a tough group to make a single run for, so they've mostly been working alone. Passing the stick around the table, seeing what people are doing, and listening to other peoples' stories as we go. And I think it's working.

Just know what your players want, and give it to them. If their fun depends on their toys, they let them keep their toys. You can help them flex their roleplaying muscles by putting them in situations where it is blatantly better to negotiate than not. Put them under heavy surveillance. They won't be able to pull a gun without ruining their day (and hey, if they do, then it'll be an interesting test of their skills, right?)
kzt
QUOTE (Whipstitch)
QUOTE (Orient @ Oct 7 2007, 10:52 AM)
Also, wouldn't it be easier to discourage violence in 2070 than in frontier times?

That was my first thought on the subject. If you want avoid things like bloodbaths, standoffs and showdowns, why the heck would you choose a frontier town? .

The other significant thing is that modern gunfighting is a LOT more effective than the typical old west gunfighters. Most of of the old west shooters were not good shots. The average cop out of a good academy is probably better then 90% of the "gunfighters". The average SR character I've seen is better then that, so they are probably better at shooting than 95-98% of the gunfighters, have armor, better guns, and are hugely faster than them. In a typical fight SR characters will mop the floor. It's probably going to take the situation becoming the end of Butch Cassidy and the Sundance Kid that they will lose.

So if violence has always been their solution before, they surely will try it here.
FrankTrollman
QUOTE (eidolon)
Also, Frank, where did Dender say that he had stopped using conflict resolution methods? That is stopped being "a game"? Methinks you're assuming much.


QUOTE (Dender)
No tech, no wireless, no gear and no magic.


So he took away all of the characters' abilities with apparently no explanation. Sorry, your magic doesn't work for no reason, your gear doesn't work for no reason. Your skills don't work for no reason.

The intent was supposedly to get people to "roleplay" more, apparently by taking away all of their rules-related options. But that never works. If people don't sign up for a game where there isn't any crunch, telling them that there isn't any crunch anymore isn't liberating - it's stultifying and insulting.

-Frank
FriendoftheDork
I think you'll are awfully skeptic about the whole dream sequence. I don't know, these are pretty common in games I've played, when for some obscure reason the rules of the game change (usually temporarily).

The ones I play with usually react to this with caution, feeling their way forward. Perhaps it just a dream and it'll all pass in a short time, which in case who cares I no longer have WR 3.

For instance, in my Barrens game when the player encountered the Ultraviolet system they didn't go all nuts thinking they're badasses, when the hacker realized he was suddenly acting at meat speeds and with his meat stats instead of persona stats, he didn't think twice about wanting to evade all the dangers he could.

However I can see this being a problem if the players have never experienced anything of the like, which in case that is part of the problem.

Well, this is SR4. Have them all burn karma, wake up and return everything to normal. They'll react better next time.
Kyoto Kid
...the only "out of time" scenarios I was ever in that I thought were successful were the two Harlequin arcs. Yes for the most part they were more problem solving than combat, but they were still well balanced.

Maybe taking a read though one of them for inspiration, or better yet, adapting one of the books to run with your group as the “diversion� would have been a better move.

Before I started my RiS campaign, I ran a "lead in" mission to see where the players/characters were coming from. It was a pretty straightforward scenario: find the would-be assassin, the prototype weapon he used and hopefully who hired him. There was social interaction [the team's face], sleuthing [the Covert Ops sepcialist], an ever present risk for conflict which did erupt in the end [the Weapons Specialist], and always a need for magical assistance and astral sleuthing, [the mage] (sadly we had lost the team's rigger after the first session due to family issues and nobody at the time wanted to be a decker). Overall, the mission went off very well, all the characters had the opportunity for input and they even came up with a brilliant plan to both flush out the assassin (which worked itself out in an unusual way) and get the weapon. Of course they also ended up with more questions, some of which were hooks for the actual campaign.

Based on how things went (I kept a running journal throughout the mission), I was able to balance the actual campaign for the team so that everyone would be as part of the action. Now granted, this isn't your normal get the prototype or paydata mission as it involves intrigue on an international level. Another thing was when I was recruiting players I met with each one of them individually beforehand to let them know the type of campaign would be. This way, if someone wasn't interested, there was nothing lost. Yes it was a bit more work on my part, but I wanted to insure that everyone involved enjoyed the campaign, (including the GM)

I am happy to say that the players are doing an excellent job mixing roleplaying with dice rolling. The characters have control over their actions within the framework of the setting (Europe). At one point they believed they were on the right trail based on their findings (and an unsuccessful Ritual Locate) only to find out last session they indeed took a wrong turn. I wasn't going to stop them, but by the same token it didn't necessarily need to be a total waste of time. Being the resourceful lot they are the team managed to come upon some important information and in the process made a rather valuable contact. The only bad thing that happened is they lost valuable time but the mission is still far from being a failure.

I tend to run a parallel stream type of campaign (kind of similar to the old Decision Tree format SR used to use in it's run modules) where events are constantly moving both in relation to the PCs and "behind the scenes". What the PCs do affects the stream they are on and can also have a ripple effect on another related stream or two.

I cannot say much more as I know at least two players occasionally log onto this board & I don't want to give out any spoilers.
eidolon
QUOTE (FrankTrollman @ Oct 7 2007, 11:33 AM)
So he took away all of the characters' abilities with apparently no explanation.

No, he took away all of their toys. I see nowhere that he says he stopped letting them use skills and roll dice. You're putting that in there so that you have something to be upset about. Last time I checked, there were pistols and rifles in the old west. There were situations where you needed to con someone, or negotiate with them. There were horses and carriages (that if need be, you could handwave them learning to ride/drive quickly).

I see tons of game left there, even if you don't have your fancy talkboxes and yer devilry. (I might leave magic in there and just give it a western flair, maybe the mage pops over with an iron that slings stunbolts and manabolts.)

If the players don't want to do that, then it probably wouldn't work, but I find your assertion that there's nothing left to be ludicrous at best.
Kyoto Kid
...that was the way things happened in Harlequin's back, things were either transformed to fit the setting or simply vanished for the duration of the segment. But the characters always had all their skills, attributes, and knowledge,

For example in A Fist Full of Karma, firearms became either revolvers, carbines, or rifles (I think a big machine gun became a Gatling gun) and blades were Bowie knives or cavalry sabers. While Cyberlimbs were steam powered, I don't remember how internal implants like headware, vehicle rigs, bioware or Cyber implant weapons were treated. If you had vision mag you had a spyglass in your kit. I also believe Laser sights and smartlinks turned into finely crafted sights/scopes attached to the appropriate firearm.

Magic worked but in a limited sense, though adepts still had access to their powers and weapon foci. Armour became leather at best, but this was on par with what the NPCs could get. Driving skill translated to a wagon or buggy and Athletics worked for horsemanship (at least the way it was run by my GM).

Gear that could be explained, like Medikits translated to the setting's equivalent, but fancy high tech electronic gizmos pretty much disappeared.

Considering what the the characters had to work with this was by far my favourite segment of the campaign arc. This is why I suggested it might have been a good read beforehand.
Mercer
Actually, it sounds like they weren't mad about the Old West or the dream sequence or anything else, they were mad about getting caught and put in prison.

QUOTE (Dender)
And now they are displeased with the outcome of being arrested, and having everything blow up in their face when the weird shit started happening. Long story short, game is dying as a direct or indirect result of my trying to put them in a situation where violence shouldn't be the best option.


Here's a couple of things that jump out at me:
QUOTE (Dender)
Put them in a situation where they would need to rely on their wits and skills, where fighting mooks would be a dangerous endeavor and where I had hoped they would tread lightly for fear of messing up things irreversibly.


And:
QUOTE (Dender)
So what happens? First thing they do is fleece the locals in a bar in a game of cards. Piss off the contacts they had in every way possible. Kill some of the "local boys" who were loud at their contact.


First of all, if the pc's usually rely on violence as a first resort, what did you put in the the first part of the adventure to clue them into the fact that violence would not work? And for that matter, if:
QUOTE
[the] End of the arc isn't important really. Dead or alive, they would have returned "to the present" with the information they had gleaned

then why would violence not work?

This not to say that you as a GM did anything wrong, only that there was a miscommunication on some level between you and the players, and figuring out where and why that miscommunication occurred is going to be a big part of making sure it doesn't happen again. Unfortunately, without actually being at the table, its hard to say where the crossed wires lie. But I'll take a stab at it.

Players will always hate to lose, be defeated, be put in jail. Nobody likes that, but if it isn't a possibility (and by definition, happens sometimes) then there isn't a lot of excitement in winning. Challenge requires a balance; if the players felt like they were put in a scenario where they couldn't win-- or if something they tried was a auto-fail-- then they can feel jerked around. Dogs in the Vineyard has a good rule of thumb on this one, Say Yes or Roll Dice.

Its more fun to win than it is to lose, but it can be fun to lose if you lose fair-and-square. I've gotten boned on runs and at the end of it had to admit that the outcome was perfect and that as a player I had a good time. But if the GM says, "You guys are going about this all wrong, and you fail," then that isn't fun.

Its tacky to quote oneself, but I can be a little tacky.
QUOTE (Mercer)
Sometimes, no matter how brilliant a group of players you have, you will be staring over the screen wondering who these morons are and how they got into your house. The thing I had to realize is, as a gm, my judgement of what was the right or wrong thing to do was based around having perfect information. I had read the module or designed the adventure, so I knew the repercussions of the pcs actions. Pc's don't have that benefit. They make their decisions based around the information they have, which is the information that I give them. If they're tackling a scenario in an asinine manner, then there exists the possibility that instead of them being morons, I presented it poorly. (Sometimes they're just morons. It can go either way.)

Further, just because something is obvious to me doesn't mean it’s obvious to anyone else, or even especially right. What if the gm's idea on how to tackle a situation is moronic? Are any of us infallible? (It’s a rhetorical question.) I've played in games where the gm decided on the correct course of action and would punish the party for not doing it (and not consciously, just if you deviated from what he thought was 'right', it was skewed against you). All I can say is, for a group of players, it’s not the most fun way in the world to spend a Thursday night.

I'm not saying that's what you did, Dender, only that its something I've seen wreck a lot of games.
Buster
QUOTE (Dender @ Oct 7 2007, 02:37 AM)
I had wanted them to stretch the roleplaying muscles without falling back on "I don't have to negotiate with you, because I can just shoot you in the head".

Did you tell your players any of this? Perhaps you were not effective in communicating this desire to your players? It's also possible that they just wanted to play "shoot em up cowboys" that evening.

I agree with what's been said about putting the players into a Wild West setting and being shocked that the players want to shoot first and ask questions later. Honestly, why waste your time with a Wild West setting if you don't want to use the Wild West mythos? Do you just like the smell of horses? biggrin.gif

But seriously: If you put your players into an obviously over-the-top genre setting, you have to expect that the players will behave according to that genre's mythical rules. You would have to tell them explicitly that "even though we're in a Wild West setting, you won't be able to survive here by shooting first and asking questions later."
Wounded Ronin
QUOTE (Dender)
So, i recently found out that the players for the SR game i took over about a year ago from a friend are unhappy with the game. They went from a long deep and involved story campaign arc in my last campaign to something that I had hoped would be a short, interesting and fun diversion.

Put them in a situation where they would need to rely on their wits and skills, where fighting mooks would be a dangerous endeavor and where I had hoped they would tread lightly for fear of messing up things irreversibly.

The other way to phrase it is they "traveled back in time" to the frontier west. Not really, but they think they did. No tech, no wireless, no gear and no magic. I had wanted them to stretch the roleplaying muscles without falling back on "I don't have to negotiate with you, because I can just shoot you in the head". End of the arc isn't important really. Dead or alive, they would have returned "to the present" with the information they had gleaned.

So what happens? First thing they do is fleece the locals in a bar in a game of cards. Piss off the contacts they had in every way possible. Kill some of the "local boys" who were loud at their contact.

And now they are displeased with the outcome of being arrested, and having everything blow up in their face when the weird shit started happening. Long story short, game is dying as a direct or indirect result of my trying to put them in a situation where violence shouldn't be the best option.

So, what i want to know is, does anyone else have a similar experience? Because up until this last 3 game arc, I've gotten mostly positive feedback. Have you killed a game with what you thought was a good idea? What kills a game best?

Have you come close to killing a game and turned it around? How?

You are totally illogical.

In the first place, you're assuming that violent behavior on the part of player characters is the inherent opposite of role playing which makes no sense if the character is a violent character, which seems likely if the character is a professional black ops mercenary. If you force a violent character to behave in a nonviolent manner for contrived reasons, like a magical trip to the Wild West, you are in fact impinging upon character-driven role playing in the context of the game world provided by Shadowrun. You're just being a snob who thinks that violent actions are somehow unworthy of the gaming table. By implication, you are better than a GM who allows violence at the gaming table.

Secondly, it seems like you're ripping off of an old episode of Star Trek. There was an episode of Star Trek where Kirk and some of his officers are transported to the Old West by an alien intelligence who wants to evaluate how they behave without their toys. Kirk et al finally figure out that they are in an elaborate illusion and that they can simply disbelieve the hail of lead flying at them and win the situation by walking up to their enemies through their line of fire and punching them out. This appeases the alien intelligence as it satisfies them that Kirk is capable of responding to threats in more ways than just destruction.

So, what you're doing is re-enacting an episode of Star Trek from many decades ago without any explanation but then wondering why the players get upset when they thought they were playing Shadowrun from the 80s.

Thirdly, you're just plain incorrect if you believe that the Old West was a harder place to get away with violence than contemporary times. In the Old West you had fragmented law enforcment, no forensics, frontier isolation, great distances across deserts, no rapid communication, transient populations, and no effective way for law enforcement personnel in different reigons to collaborate. How could you possibly believe that it would be harder to get away with crime in the Old West than it would be in the world of Shadowrun? If we look at the situation logically, if the player characters want to get away with as much violence as possible they should perform more violent acts in the Old West than in Seattle if the number of violent acts perpetrated corresponds to the probability of getting caught.

Forcing players to play a certain way just because you illogically classify violent player character actions as being some kind of anti-role-playing and feel that your table is more elite without violence cannot lead to a quality gameplay experience. Games are immersive and engaging when they allow the players to have a wide range of interaction with their surroundings which are accompanied by a full range of realistic responses. As a counterexample, look at what made Deus Ex a very popular game. Warren Spector decided that instead of having the game force the player to behave a certain way, such as how the player in Theif was basically forced by game mechanics to sneak around, that the game should allow sneaking, OR violence, OR talking to solve problems. By allowing the player a great deal of freedom in how to resolve situations and by paying careful attention to real-world detail in the scenery and world objects, Spector was able to produce a very immersive experience.

But what do you think would have happend if Spector had gone insane and decided to produce a game where a character is ripped from Escape From New York, placed in the Old West, and is automatically defeated should he try to do anything but talk his way out of a situation? Whatever game he produced would have been a stinker so epic that it would have become legendary for weirdness and unintentional humor.

So my advice to you is just admit to your players that you were being a snob who illogically believed that violent player character actions were inherently anti-role-playing. Admit that your old west setting was ripped off from Star Trek, and start over. Use the actual Shadowrun setting which people have gathered together to play and let people play their characters the way they want instead of passing value judgements. Nobody wants to play "GM's value judgement hour".

Finally, if you want to see more non-rules-based role playing just put a lot of evocative and loving detail into your game world. Describe the cans of soda on the counter, or the color of the couch. When the characters go to the bar to meet the Johnson describe the seven beers on tap and how each one tastes. Describe the temperature of the rain or how many inches of trash are in the gutter. Then you're going to get imagination and interaction with these details that won't be rules-driven.

You'll have better results than if you rewrite the entire Shadowun rulebook to read just one sentence: "If a player character attempts to actually attack something or someone they automatically lose seeing as violent behavior is a most grevious offense to the great god of role playing."
Pendaric
I er killed, yes thats the term, killed a campaign once. I played my character to the hilt thinking the game was a one off and not taking into account the relative inexperience of the ref.
I took every opportunity and played every side off against the other for maximum profit. The team walked away with millions and I had successfully destroyed every contact for future play in my exuberance.
Even my apologies ended badly.


Kyoto Kid
...WR, well said.

For example in RiS, the characters were told by the Johnson to keep things "as quiet as possible". Note the last part of that phrase "as possible". Knowing he is dealing with Runners, the J realises that committing violent actions is part of their job. Otherwise he would have gone elsewhere and there would be no campaign.

In the end of the RiS prequel this was how things went down:

The team Set up a fake deal through a fence they met for specialised ammo for prototype sniper weapon to lure the assassin out. The Face had a box of fake shells made up form the one they found. Next, the Covert Ops specialist and Mage set up a stake out/ambush of the site where the meet would take place. The Face and Weapons specialist would drive in just before the meet (taking a round about way) with the Weapons Specialist taking up a concealed location in an alleyway. All this took a great deal of roleplay just to set up.

Now granted, the scene went down in London's LCZ which removed the risk of repercussion from the authorities should gunplay ensue. When the fence saw something amiss she grabbed the team's Face in a choke hold & put a gun to his head. The Weapons specialist from his hiding spot systematically opened fire and took out several of the arms dealer's goons walking his fire around the fence and her men. That was in his character's role. Afte taking out a couple more of the Weapons Dealer's men, the Covert ops Specialist took a called shot on the fence's fancy chopper with his high powered rifle, disabling it. That was perfectly in his character's role. Finally the Mage stunballed the fence & her goons, which was in his character's role. The Face meanwhile managed to stay standing grabbed the weapon and took off with it.

In all the confusion the Arms dealer (who was still in his armoured limo) thought the better of things and departed the scene.

So yes, violent actions are very much a part of roleplay in SR, just as sitting in a bar negotiating a deal with a Johnson or hitting up on someone for info. It's all in how the characters approach the situation.

One interesting sidelight to this was that the runners (with no prompting from me the GM), chose to leave the stunned and/or woozy Fence and her people behind rather than execute them even though they had every opportunity to do so.
Dender
QUOTE (FrankTrollman)
QUOTE (eidolon)
Also, Frank, where did Dender say that he had stopped using conflict resolution methods? That is stopped being "a game"? Methinks you're assuming much.


QUOTE (Dender)
No tech, no wireless, no gear and no magic.


So he took away all of the characters' abilities with apparently no explanation. Sorry, your magic doesn't work for no reason, your gear doesn't work for no reason. Your skills don't work for no reason.

The intent was supposedly to get people to "roleplay" more, apparently by taking away all of their rules-related options. But that never works. If people don't sign up for a game where there isn't any crunch, telling them that there isn't any crunch anymore isn't liberating - it's stultifying and insulting.

-Frank

negatory fleshpod.

Skills still work. Cyber gone, weapons and armor (heaviest armor going in was a armor long coat) changed to lesser versions (knocked off a few points here and there). They walked in knowing the statement "Show up for the job. I'll tell you what i can, and then you'll leave immediately". They looked different. Because, in the end, they weren't who they were. The party picked up on that instantly. The ubertwink cyberarm? turned into a regular arm, but the character's str jumped from a 2 to a 5. The fleet of stolen vehicles (the rigger who has gotten near max in every hacking program almost from the outset of the game goes out of his way to steal every vehicle and weapon he comes across)? nope, but i gave the guy ride skill. The "psionic" influencer incompetent with guns? someone else had a bow, and she has max ranks in that, and slowly her magic "came back" though a little differently. The gun monkey? still has a revolver, a good number of bullets, and ten dollars. in 1876, thats a hell of alot of money.

The idea was to get them to try something, anything other than "kill everything until it dies in the first round because i can". Get them off balance and thinking about whats going on. Not no violence at all, just anything other than shoot first, shoot later, shoot some more and when everyone is dead try figuring out whats going on. It wasn't exactly "get them to roleplay in a way i deem appropriate" but "give them a chance to roleplay something different". They didn't autolose against who they were fighting, they slaughtered who they were fighting. Unless shadowrun is really just the game of Kidnap/Kill/Steal/Sabotage. Then sure, I'm totally doing it wrong.

As for dead or alive, they return to their actual bodies, they didn't know that walking in. They got arrested for killing 4 people. The only one who initially had a weapon drawn was a 14 year old who went around to the back of the bar to practice drawing and aiming and trying to look badass.

And, by the by, the thread was intended to be "Have you killed a game? How" with sharing my own experience. Though, i think i'm fine with it being a total dissection of how i screwed up by trying something i thought might be interesting. I do appreciate the actual suggestions more than the repeated browbeatings. But either way keep the hits coming.
Dender
I was going fully quote WR, but thats a good long post. I'll pick out the juicy bits, cause hell, if I'm going to run at the mouth, and someone is going to run at the mouth right back at me, might as well keep the trend going.

QUOTE
You are totally illogical. 


First off, yes i am totally illogical thank you. The highest of all compliments

QUOTE
You're just being a snob who thinks that violent actions are somehow unworthy of the gaming table.  By implication, you are better than a GM who allows violence at the gaming table.


Seems to be the theme that No Violence was Allowed. Misconception. Violence was SUPPOSED TO BE DISCOURAGED due to an unfamiliar situation. I turned on cruise control there because, well, First Last and Only response was "how can i kill everyone in town, then burn it to the ground" with the backup plan of "and piss on the ashes". But hey, if every game of yours is letting the player walk through halls, littering the ground with the hundreds of bodies of every man, woman, child as well as magical and cybernetic threats while only getting a scratch on a cheek as damage, Hey, kudos to you. Bonus points if the scratch "only makes the character madder" and refreshes edge. The Johnson screws them out of 50 nuyen? Kill him! His bosses send a team after the party? Kill them too, and the bosses! And hell, decapitate Hestaby while they're at it. Cause Thats Goooood Roleplay.

QUOTE
Secondly, it seems like you're ripping off of an old episode of Star Trek.


I vaguely remember that episode. I liked it better in ST:NG when it was Worf and Data against Q's Mutilex Foreign Legion. But hey, a GM like you checks every book, video game, movie and television show ever made before designing a campaign to make sure that it is 100% origional and no part of it has ever been done before. I respect that. I don't have the time nor the patience for it, but hey, You are Clearly the best GM evar. I bet you even houserule the matrix to be called something like The UnderTubes because of that pesky trilogy.

QUOTE
Thirdly, you're just plain incorrect if you believe that the Old West was a harder place to get away with violence than contemporary times. ... How could you possibly believe that it would be harder to get away with crime in the Old West than it would be in the world of Shadowrun?


Wow, you actually know every single detail of the game, even when i didn't reference it! thats A-FREAKIN-mazing. So then you know that the Sheriff was in the bar when the party started fleecing the townsfolk and that the people killed were part of a "gang" running a protection racket that doubled as the local militia men. And that they were completely ignoring the party until people started firing weapons in town.

QUOTE
Forcing players to play a certain way just because you illogically classify violent player character actions as being some kind of anti-role-playing and feel that your table is more elite without violence cannot lead to a quality gameplay experience.


thats EXACTLY what i said and implied. Man, you really are the best. You should be, like, a private investigator or something. Deducing my every motivation with but a glance. Fantastically done sir. Because a town wouldn't get on the defensive quickly if someone threatened to burn a place full of alcohol to the ground. And excepting that at no time did they stop being able to murder everyone in town. it was Discouraged. They surrendered when the sheriff (who left the bar just before the gang/militia showed up) came back with his deputies expecting to break up a brawl.


QUOTE
But what do you think would have happend if Spector had gone insane and decided to produce a game where a character is ripped from Escape From New York, placed in the Old West, and is automatically defeated should he try to do anything but talk his way out of a situation?


If that happened, you'd be playing Dreamfall. But you already knew that from your extensive library of research.

QUOTE
So my advice to you is just admit to your players that you were being a snob who illogically believed that violent player character actions were inherently anti-role-playing.


And what great advice it is, Master of All things Rock and Awesome. And maybe whenever my players have a problem with the way I'm running the Second Best Game ever (because yours shall always be first) I'll explain to them with all the arrogance i can muster to speak with the vitrol you produce that they are wrong and if they don't immediately change and admit they were stupid, that they should leave gaming forever, and kill themselves. Why would anyone ever get bored of invading slightly more difficult than last time corperate enclaves, slaughtering thousands of guards and employees to steal a datafile, then punking a dragon on the way out for a whoping 500 nuyen. Man, that just SCREAMS best game ever.

Right up until The Enemy shows up and actually uses its "Roll magic. If successes are greater than targets essence, target dies in the most painful way possible. See chart on page 131 for 30 minute description of how they die" power.

And remember, if you want to post like an insulting jackass, don't be surprized if thats how people respond
Wounded Ronin
QUOTE (Dender @ Oct 7 2007, 10:54 PM)

And remember, if you want to post like an insulting jackass, don't be surprized if thats how people respond

My, my. You sure seem to be upset that someone (more than one person, in fact) gave you the very advice you came onto DSF asking for, after having explained how you very nearly killed a gaming group's enthusiasm for the game.

This actually is the perfect illustration of why your games aren't successful. If someone suggests that you could be doing things better you get sarcastic and enraged and say that their suggestions are unreasonable. You even slip in a scathing critque of your players there, which is ironic since you originally were asking how to make aforementioned players more happy. It shows that their concerns about the game don't matter to you because you know you're right and they're stupid. If that's the attitude you take to the table and show to your players of course they're unhappy.

If you tell us that you put the player characters into a weird setting, took away a lot of their gear, and that they were angry at the negative outcome of their actions, and then a few posts down get defensive and go on and on about how much you hate what the players were doing, that reinforces what I was saying in my last post more strongly than anything I could possibly say.
Thyme Lost
QUOTE (Dender)
So, what i want to know is, does anyone else have a similar experience? Because up until this last 3 game arc, I've gotten mostly positive feedback. Have you killed a game with what you thought was a good idea? What kills a game best?

Have you come close to killing a game and turned it around? How?

To me it seems as if he wasn't asking what he did wrong, but he was asking if we had ever done something wrong and how we turned it around.

He was asking for us to share our experiences, not to pick apart his experience.

It seems since he was asking for us to share something, he shared first.
nezumi
I've had a similar experience. I run a one-on-one game with my wife which includes going to the afterlife, being a rock star and so on. She was coming up to a big climax and had been talking about how she'd like a change, so when she hit that climax, she was killed by another character (she was expecting it). Since it's a game with the afterlife, that really isn't that bad; normally a character would wake up in hell waiting to be judged. She's also started her character (the same character, note) basically 'from scratch' several times just because she enjoys the low and middling levels.

This time, however, I threw her into chaos as a new character. I thought this would be great. She likes starting from the bottom, she was expecting a change after the climax, she knew her character was actually going to die. However, she really, really hated it at first. She told me the reason she hated it wasn't because it was a bad idea, but because she just wasn't expecting it. It broke continuity. It wasn't until I promised her she would get a chance to go back to her old character (she didn't care of the old character was dead or alive, high or low level, as long as it was that character) that she could enjoy playing the new character for a while, and then she really got a kick out of it.

I have to wonder, if your players had known OOC you were going to throw them a curve ball, but it would be temporary, if they wouldn't have reacted better. I mean, I have no problem with playing an old west game, but as has been said, if you sit down to play Shadowrun with your high level character and find yourself playing low-level thugs in an old western, you might feel a little cheated and railroaded.

The lesson I'm gradually learning is not all surprised are good.
HappyDaze
As a GM, I've killed a game by allowing the tech to operate at 100%. All of those cameras and commlinks going wild makes it very difficult for a runner team to have any level of anonymity.

As an example, considering that 'almost eveyone' has a commlink and that those commlinks can all take snapshots of whatever is nearby and then send those pics (and possibly recorded voiceprints) to the equivalent of 911 makes for a lot of signals to stop. Sure your hacker could try hacking the 911 system, but this shouldn't be easy and you'd still have whatever memory all those commlinks have recorded. BTW, let the authorities get ahold of your voiceprint and you'll be really screwed unless you have a voice distorter on for the rest of your days - and there's no gaurantee that this will fool some of their tech.

RFID tags can really be a nightmare too, and it may not be all that easy to erase them or you may not have the time. If the RFID only shows up after certain signals, it may be hard to determine the need to burn them. Also some tech may work with the RFID hardwired into it - burn it out and the tech stops working. I played that one up too becasue I figutred that corps wouldn't want their toys being looted too easily and then being untraceable.

Traffic grids and mass transportation would be terrible for runners. Even if their vehicle wan't on the grid, this would actually be a very conspicuous thing. Running a 'hidden' vehicle would probably be illegal as it endangers other motorists. So if a road-set vehicle pressure sensor or a traffic camera notices a vehicle that isn't broadcasting that's a big giveaway that you're worth stopping. If you give your vehicle a fake ID, well that too can be tracked.

We all know that most cyberware and even some of the other ware is pretty easy to detect, and even if you have the appropriate faked permits, it still sets up another 'fingerprint' that can be used to track you down (how many others have the exact set of 'ware installed that you do?). Mixed with other data that is picked up so often that you'd need an army of agents and a half-dozen hackers to clean it, ad you'll start leaving a trail no matter what you do.

Of course, all of this only applies if you allow the tech to operate at 100% all of the time. I've switched my world view to being much more dystopian that the basic setting (rather than a great deal of gleaming corp city and a few patches of barrens at the edges, I've reversed it to a few patches of gleaming corp city and large stretches of barrens surrounding them) and these problems have melted away.
Whipstitch
I think shadowrun in general works best if you run it more as an individualistic free market run amok rather than a "Big Brother has already won" type setting. If I were to GM, I'd play up the general greed and corruption among individuals and downplay the corporate oversight; the world would be a shitty place because EVERYONE takes working for their own self-interest waaay too far, not because they are monitored and lack personal freedom. It'd be the sort of place where Joe Wageslave monitoring the traffic grid is actually a ruthless asshole who is likely to try blackmailing the runners before deciding whether or not to sic the Star on their unregistered vehicle.
DireRadiant
Regardless of intent, when there is a disconnect between GM and the Entire group of players, or in any case where there is a disconnect between any two parties. It is very important to consider these possibilities.

The Entire group of players is Wrong
The GM is Wrong
Both the Players and the GM are Wrong

You may assign your own level of probability to the various possibilities.
DireRadiant
The very first step in almost every successful conflict resolution is to admit the possibility that your side of the dispute may be in error and account for that possibility.
HappyDaze
QUOTE
The very first step in almost every successful conflict resolution

...is to be the one taking the first shot. Er... step, yeah...
kzt
QUOTE (HappyDaze)
Of course, all of this only applies if you allow the tech to operate at 100% all of the time. I've switched my world view to being much more dystopian that the basic setting (rather than a great deal of gleaming corp city and a few patches of barrens at the edges, I've reversed it to a few patches of gleaming corp city and large stretches of barrens surrounding them) and these problems have melted away.

I've been slowly working on a game where you have El Paso and Jurez. El Paso is a high tech city where tracking people is doable, Juarez (during the mad-dog Second Revolution) far less so.
cx2
QUOTE (DireRadiant)
The very first step in almost every successful conflict resolution is to admit the possibility that your side of the dispute may be in error and account for that possibility.

Note the part where the guy said he killed the game, this implying he was at least partially at fault.
James McMurray
QUOTE (Whipstitch)
People today are more likely to have been raised on Clint Eastwood than Gene Autry; you put shadowrunners in anything remotely resembling the old west and there's likely to be a hell of a lot more shooting than singing.


Unless their Eastwood of choice is the Paint Your Wagon variety. smile.gif

QUOTE (Wounded Ronin)
Finally, if you want to see more non-rules-based role playing just put a lot of evocative and loving detail into your game world.  Describe the cans of soda on the counter, or the color of the couch.  When the characters go to the bar to meet the Johnson describe the seven beers on tap and how each one tastes.  Describe the temperature of the rain or how many inches of trash are in the gutter.  Then you're going to get imagination and interaction with these details that won't be rules-driven.


Pure, unadulterated hogwash. That's a recipe for people falling asleep and later making jokes about your GMing that you'll never live down.
Wounded Ronin
You must have a tough crowd, James McMurray. I've never had a negative response voiced over setting detail.
Jaid
QUOTE (Wounded Ronin)
You must have a tough crowd, James McMurray. I've never had a negative response voiced over setting detail.

well, this *is* dumpshock =P
DTFarstar
Apparently James plays with players similar to mine. Except the jokes come sooner rather than later.

Chris
eidolon
Fine line between setting detail and grey box text. One is alive and kicking, the other just popped three Ambien and shot some vodka.
James McMurray
QUOTE (Wounded Ronin @ Oct 8 2007, 05:05 PM)
You must have a tough crowd, James McMurray.  I've never had a negative response voiced over setting detail.

How all 7 beers on tap taste, what kinds of soda cans are on the floor, and what color the couch is isn't setting detail, it's useless rubbish. My groups shows up at the table to game, not listen to the GM try to wax poetic in a doomed attempt to make his boring game exciting again. One man's "evocative and loving detail" is another man's "enough with the monologue already, we get that we're in a bar and would like to actually play the game."

Edit: that probably came across as a bit harsh when it wasn't intended. The point is that if a game is in the crapper because the players like to shoot stuff and the GM wants more social interactions, being boring is not going to help anything.
Dender
QUOTE (Thyme Lost)
QUOTE (Dender @ Oct 6 2007, 11:37 PM)
So, what i want to know is, does anyone else have a similar experience? Because up until this last 3 game arc, I've gotten mostly positive feedback. Have you killed a game with what you thought was a good idea? What kills a game best?

Have you come close to killing a game and turned it around? How?

To me it seems as if he wasn't asking what he did wrong, but he was asking if we had ever done something wrong and how we turned it around.

He was asking for us to share our experiences, not to pick apart his experience.

It seems since he was asking for us to share something, he shared first.

Thank you Thyme Lost, thats exactly what i was hoping to do. I started with the barest of details, which i had figured were the worst of it all. Because if you screw up, its generally the worst bits that do you in. Just seems like several people, the same several that WR is talking about decided they'd rather kick someone while they're down than actually say something constructive or read the full post before replying. Which is funny, because at least one of them jumps on the "search before you say/ask something stupid" wagon.

KK: Jerk. Now i have to find a copy of Harlequinn's Back.

Beer Fanatics near and far: The most detailed I've gotten with the setting is that one bar serves a beer brewed in house. As in, actually brewed, none of this synthahol or soy crap. Its based off of a beer actually brewed currently in Aurora (denver game afterall) called HMS Victory. Look it up, and if you can actually find a bottle, SEND IT TO MEEEEEE.

And WR, for your info, when my players have issues, i ask them what they want, and try to incorporate it into the game at a speed that doesn't seem hokey. Or at least i try to. If they act like a total ass, they get treated like one. Usually if they're creative, its rewarded. Creativity like "i want to create a cyber arm laced with explosives" is usually laughed off by everyone. Creativity like "i kidnap the giant ghoul, and feed it the homeless folks and prostitutes in the area till i can condition it to be my mobile weapons platform" is... punished by the players. Don't get me wrong, wouldn't trade them for anything short of a time machine that works.

Yea, i screwed up. Thats the whole idea of "I screwed up, heres how. Have you screwed up?"

Everyone has flaws.

Though if they had started singing, i really don't know what i would do.
eidolon
Probably the flat out worst I have screwed up a game I was running was when I decided I wanted to try and track time very closely. Not by the second or minute, or even the hour, but just by day with a general feel of "this is what day it is, this is the general time (unless specifics mattered)". In doing this, I had very little room for any handwaving of events, and next to none for time. So if a runner got banged up bad enough that he couldn't work, ...exactly.

It burned me out so damn fast that I just gave up on the game after a couple of months of regular Saturday play. I had so many plot threads going that keeping them woven in a strict time frame was killing me.

Other times I've jacked up I've usually been able to pull it back. Like an example above, if you don't watch out in Shadowrun, the game becomes "the GM instantly wins" because of all of the options that the opposition has. Cameras. Flakes of skin. If I want you dead, I can kill you, and I'll do it well within plausibility and the rules. But nobody will have any fun, and the game will suck. Thankfully, I learned the bulk of that lesson over a few one-shots, and can generally keep from overdoing it these days.

It's just so exciting, you know? Having the PCs dead to rights just makes you want to get 'em. Sigh. biggrin.gif
deek
I've got two example for you.

The first, was a campaign that I was running, where I would put in a pre-made adventure here and there. I was running a pre-made and had a lot of problems letting the players get past the different obstacles in "their" way. It got to a point where we were at a stalemate. They weren't doing what the adventure needed them to do, and they were lost because they didn't know what to do.

We kept going like that for a few more sessions and eventually, no one was having fun so we ended the campaign and started new characters. This was pretty early in my GMing career, but reflecting back on that over the years that followed, allowed me to really open up my mindset to being a better GM for my players. I basically now just formulate scenarios and let the characters act as they choose. Sometimes they meet the objectives I have planned, other times they don't...but we all have fun. They have fun because they are doing what they want and getting believable expectations from me. And I have fun because as they diverge off of whatever story I was thinking before the session, I get to "roleplay" on the fly and get surprised at the ride the players take me on!

My second was a campaign that I was a PC in. After a year and a half, the GM basically found it too difficult to present us with realistic challenges because our group was too strong. Plus, we tried going around doing jobs and whatnot, but no matter what we did, we never caught a break or made good contacts. All that happened was we got more and more enemies and couldn't find anyplace to go to that we weren't automatically hated.

So, our group talked to the GM and told him that we wanted to change the game. He agreed and we all decided to start new characters, all really young, in a low powered campaign setting.

Here's a third I just thought of, which is much closer to the OP. One of my friends, who has GM'd for many years and several campaigns, was all about the story/arc. He would spend hours upon hours of creating his ideas and getting them all down. When it came time to play, most of us always felt this background feeling that no matter what we did or wanted, the GM had other plans to meet his desires on what he already created.

At the end of about all of his campaigns (which I believe most of them ended because the players just lost interest and quit), there was so much stuff he had written that we just never got to, that he was burned out because he wasn't having any fun. I'm good friends with him, so I would always find out how much he had done and what he had planned, and it always came down to the point of, well, that is all fine and dandy, but we (the players) really were interested in going down this other path...now mind you, this isn't at the level of too much violence or not enough problem-solving, because that was always there and balanced. It usually came down to that some minor contact or story arc that developed in-game, the players wanted more of, but the GM thought it was too minor to flesh out and had some master plan he wanted us to follow...

And that is probably why I GM now the way I do. I let the players drive the story and I try to plan out no further than the next session. Sure, I have ideas that I think are cool, and if they players are heading in that direction for several sessions, then I will put it in front of them, but if they don't, I scrap it and look for the next thing they are headed towards.

With a good set of players, I guarantee if you just take a look at what is motivating them and how they are playing, you can come up with a ton of great ideas and scenarios and they will eat it up because that is exactly their style and what they want to do!

So, my only critique to OP, is that unless you got a strong desire from your players that it would be cool to "get back to basics" and lose all their gear...well, I wouldn't have gone that route.
Kyoto Kid
QUOTE (Dender)
KK: Jerk. Now i have to find a copy of Harlequinn's Back.

...sorry, but I did sense a bit of similarity having participated in the campaign.
Moon-Hawk
Thankfully, I have no game-killing stories from recent history. I must be getting better. Here's a few from years past, though:

Once, I tried to start a new game with a new group in mid-November. Now that's game-killing. smile.gif

Another time, I had this really sweet (in my mind) idea for a character that I REALLY wanted to play, but I ended up running the game, so I made a complete and total Mary Sue NPC. Ugh. It was horrible.

We had a nice, established game going. We decided we wanted to run another game, too. So we decided to mix things up and alternate gaming nights with each game. Same group, but different game with different GM. That failed spectacularly. I think both games died.

Finally, this one isn't about me, but it's funny enough to share: I have this one friend, and he's a very diverse roleplayer. For a long time, he would alternate character genders. If his last character was male, the next would be female, etc. Inevitably, whenever he was playing a male character the game would die within a couple sessions; due to circumstances which had nothing to do with this player or character. Any time he plays a female character, the game is long and good. It's like some bizarre wacky curse. It happens every time. There was even an instance well into a game involving a girdle, you know, one of those girdles from that other game. After that, the game died, again due to events completely out of said player's control. My friend has the dumbest curse ever: he kills games with dudes. So anyway, for my recent SR campaign I told him that I didn't care what gender his last PC was, he was bending for this campaign.
Kyoto Kid
...kind of killed a campaign when my characters refused to go on what pretty much amounted to a suicide run on an ultra high security Ares compound. It was a small group (2 players) so each of us were running two characters. I had a decker (who was nearly scorched hacking into what was supposed to be a low security Ares node earlier in the campaign) and a Mercenary/Medic. The other two characters were a Physad and a Mage. After giving it some thought, the other player agreed there was no way short of an HOG that the characters would survive let alone succeed at the mission, so they (the characters) called the Johnson told him to get some other pigeons, and hit the nightclubs instead.

The GM did not have an alternate mission either.
HappyDaze
There is a wide range between GM-directed and player-directed campaigns. Make sure everyone is on the same page. If the GM is used to feeding the group missions with the implied consent that they will take those missions, problems will come up when the players go off the tracks (this most recently happened to my D&D group when we couldn't take the Savage Tides adventure path anymore). Likewise, in a player-directed game things can stall out really fast if your players slack off from driving the storyline and just drop a load of unfinshed plot fragments at the GM's feet with the 'mommy make it better' look in their eyes. Best case scenario is when both the GM and players drive the game, but this take careful blance or it actually becomes the worst care scenario.
noonesshowmonkey
QUOTE (WearzManySkins)
So basically you took away all the "toys" they had accumulated, for a story arc/line.

In a past game of long ago, a GM did similar things, took things with out any possible explanation, even if it was secure and protected, for his story arc/line. We as players did not care/like this.

So we as players, schemed, plotted and beat the system. We ended up making millions in a meteoric iron radical enchanting scheme. We built a fortress that took the GM over a RL game year to breach, even then we knew we were breached and countered it.

I am so glad that someone else takes care of that kind of game so I don't have to run that kind of drek.

Different strokes for different folks. Thank the gods for variety!

wink.gif

Back to the thread.

I have played in a game that committed several of the kinds of faults that you are describing. I have also been in the driver's seat when making a left turn from the right turn only lane (woops! GMing can be hard...).

I find that it is easiest to recoup a campaign when returning to fundamentals. In the case of Shadowrun... return to Shadowrunning... re-emphasize social networking and basic 'running by bringing the game back into the city, back against small corp targets etc. While keeping it simple and returning to the basic structure of what Shadowrunning is about you can find out from your players what they wanted to do with the game, what their character goals were and the like. Once you have that information you can find ways to put their goals on a collision course with the basic runs you have been doing, or even with each other's goals.

Either case, its a return to the fundamentals of gaming: character goals, mission-oriented infiltrations, buy-sell of stolen goods, running from the law etc.

- der menkey

"Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter."
~Ernest Hemingway
deek
QUOTE (HappyDaze)
There is a wide range between GM-directed and player-directed campaigns. Make sure everyone is on the same page. If the GM is used to feeding the group missions with the implied consent that they will take those missions, problems will come up when the players go off the tracks (this most recently happened to my D&D group when we couldn't take the Savage Tides adventure path anymore). Likewise, in a player-directed game things can stall out really fast if your players slack off from driving the storyline and just drop a load of unfinshed plot fragments at the GM's feet with the 'mommy make it better' look in their eyes. Best case scenario is when both the GM and players drive the game, but this take careful blance or it actually becomes the worst care scenario.

Yeah, you have a point there. While I do let the players drive the story, I still do my fair share of taking those seeds and nursing them into a plot and when the players are stuck and aren't driving things, then I have scenarios that I can put in front of them and get them through.

The nice thing with our group is that we only meet for four hour sessions, so for me, its really easy to keep things moving during that time. I almost always have a little outline of a handful of things I have planned, whether that is as simple as the mechanic calling to say their armor plating is in, to the next time the runner goes home, he finds a proximity grenade waiting at his front door from an antagonist three runs ago...

If the players do something with that, great, if not, some of it is still there. So, I usually try to have a simple outline of several things that could happen...sometimes, the players will go on a tangent and drive the whole session and my entire outline is still valid for the next session. Other times, we zip right through it and I have to run on the fly...

So, yeah, balance is usually where everyone is going to get the most out of the game and have fun!
deek
QUOTE (noonesshowmonkey)
QUOTE (WearzManySkins @ Oct 7 2007, 03:13 AM)
So basically you took away all the "toys" they had accumulated, for a story arc/line.

In a past game of long ago, a GM did similar things, took things with out any possible explanation, even if it was secure and protected, for his story arc/line. We as players did not care/like this.

So we as players, schemed, plotted and beat the system. We ended up making millions in a meteoric iron radical enchanting scheme. We built a fortress that took the GM over a RL game year to breach, even then we knew we were breached and countered it.

I am so glad that someone else takes care of that kind of game so I don't have to run that kind of drek.

Different strokes for different folks. Thank the gods for variety!

wink.gif

Back to the thread.

I have played in a game that committed several of the kinds of faults that you are describing. I have also been in the driver's seat when making a left turn from the right turn only lane (woops! GMing can be hard...).

I find that it is easiest to recoup a campaign when returning to fundamentals. In the case of Shadowrun... return to Shadowrunning... re-emphasize social networking and basic 'running by bringing the game back into the city, back against small corp targets etc. While keeping it simple and returning to the basic structure of what Shadowrunning is about you can find out from your players what they wanted to do with the game, what their character goals were and the like. Once you have that information you can find ways to put their goals on a collision course with the basic runs you have been doing, or even with each other's goals.

Either case, its a return to the fundamentals of gaming: character goals, mission-oriented infiltrations, buy-sell of stolen goods, running from the law etc.

- der menkey

"Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter."
~Ernest Hemingway

Ironic...after our last session, we are doing just that, getting back to the fundamentals, most notably, character goals. While none of my players are complaining, I've managed to get some feedback that nuyen rewards are pretty low, based on what the characters have been wanting to get.

Granted, I've been keeping them on smaller, one night runs for a while, with very little legwork needed to be successful. But it sounds like they are ready to hit some bigger runs, with more risks and higher rewards...seeing our last session did not see a single encounter with combat (players had some opportunities, but decided to pass), I think they are ready for missions that require a large dose of legwork...

But that is key, the keep the fundamentals there and make sure no matter how much fun your players are having, that if they are not suggesting anything, that you, as the GM, ask them and find out what they want!
Maximum
In my experience, the fastest way a GM can kill a game is by presenting a plot that the characters have no interaction with. I think we've all been in a game before like this, where whatever will happen happens, and the characters are powerless to do anything about it. It usually involves over-powered NPC's, poorly explained plot twists, and an unhealthy dose of deus ex machina.

Another common way, in my experience, that a game can die quickly is when the players become too powerful, too fast. This can occur because the GM hands out too many rewards, or because the players munchkin. Now I have nothing against powerful characters, as a matter of fact I enjoy GM'ing for characters who are powerful enough to handle the gritty world that Shadowrun throws at them. Too powerful is when the GM can no longer challenge them without getting ridiculous.

Unbalanced characters is another problem. I call a character unbalanced when they have put all their BP towards becoming a combat monster, and neglected all the other parts of their character. Again, I have nothing against characters who are effective and powerful in combat. I'm specifically referring to strange 1-dimensional combat monsters where you look at their character sheet and have to ask how they can manage to participate in society at all.

I think the solution for many problems that a gaming group can encounter is communication and teamwork. The whole group has to get on the same page, so to speak. Plus players and GM alike have to keep their ego in check. If no one will admit they have done something wrong, and keep blaming everyone else, THAT is surely the fastest way to kill a game.

As far as when something has gone wrong, I believe in the "redo". Like if I run a game that turns out horrible and not how I expected it at all, I'll just agree with the players that it never happened. Luckily I've only had to do that a few times. It's not something I like doing, but it seems to be a good solution for when stuff goes very bad.

Or if the problem is with a certain character, I'll kindly explain to the player that his/her character doesn't fit this plotline, and that he has to create a new character. Most of the time I have found that if you explain yourself in a reasonable manner, the player will not have a problem re-making.
hyzmarca
QUOTE (Dender)

Thank you Thyme Lost, thats exactly what i was hoping to do. I started with the barest of details, which i had figured were the worst of it all. Because if you screw up, its generally the worst bits that do you in. Just seems like several people, the same several that WR is talking about decided they'd rather kick someone while they're down than actually say something constructive or read the full post before replying. Which is funny, because at least one of them jumps on the "search before you say/ask something stupid" wagon.


There is a substantial difference between kicking someone while he is down and constructive criticism. People want to help you improve your game based on the information you provided; there is nothign wrong with that.

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Creativity like "i kidnap the giant ghoul, and feed it the homeless folks and prostitutes in the area till i can condition it to be my mobile weapons platform" is... punished by the players. Don't get me wrong, wouldn't trade them for anything short of a time machine that works.


[Martin Lawrence]Ddaammnn![/Martin Lawrence] I wish that I had thought of that. I just have giant homosexual trolls use skinny gimp-suited elf ghouls as dual-natured clubs.

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Yea, i screwed up. Thats the whole idea of "I screwed up, heres how. Have you screwed up?"


When I've killed games it has invariably been due to neglect.

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Though if they had started singing, i really don't know what i would do.

It depends on what they sing, doesn't it?

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How all 7 beers on tap taste, what kinds of soda cans are on the floor, and what color the couch is isn't setting detail, it's useless rubbish. My groups shows up at the table to game, not listen to the GM try to wax poetic in a doomed attempt to make his boring game exciting again. One man's "evocative and loving detail" is another man's "enough with the monologue already, we get that we're in a bar and would like to actually play the game."


There is great deal of free space between waxing poetic and starring in a Ms. Swan sketch.

GM: You see a man
Player: I observe in detail *Four successes*
GM: He looka *Dramatic Pause* like a man.

That is not a fun game, not at all.

GM: You enter a room
Player: What is in the room
GM: I don't know. It's a room. Make something up.

That is not a fun game.

Since the GM is going to be providing details, anyway, it doesn't hurt to add a few adjectives (or adverbs). The poor person has a plain wooden chair in his home. The rich decadent person has a chair upholstered with the skin of the last *insert endangered para-animal*. These things will be different. You don't give the obscenely rich person and the dirt poor person identical bland generic furniture because it damages the atmosphere of the setting.

And you certainly don't limit the description of NPCs to "the man looka like a man" unless his indescribable nature is a plot-point.

When your giving descriptions, it doesn't hurt to throw in an extra adjective or adverb for flavor.
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