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Lindt
QUOTE (Stahlseele)
in 4th there's both hard caps for skill and attributes . . but of course things like smartlink and vision magnification and stuff still add more dice to that . . whoever thought that trolls for example were rolling too many dice when doing damage resistance tests seems not to have done his homework when they decided on the SR4 mechanics *g*

Hence why I dont like Sr4.

That makes it suddenly a massive balance issue.
Never mind how much someone is going to call "OMG HAX" when an astrally projecting mage power bolts someone to death.

Yep, its just not a 'good' viable concept. Beisdes, what are the end game people going to do, fly to Germany and "Down Lofwer"?
hyzmarca
ADIPD

All Death is PermaDeath. No resurrections, no continues. This would prevent characters from becoming too powerful and it would prevent characters who do become very powerful from just slaughtering bunches of people single-handedly. Characters who go crazy and start killing masses get killed themselves very quickly. ADIPD would also make PvP very scary for high-level PCs and less so for low-level punks, as it should be.

QUOTE (Lindt)
Untill the highest level players (who are 15 and have nothing else better to do) start demanding protection money from all the new players.
Id be laughing my ass off right up until I canceled my recurring subscription.


And then I round up a group of freshly-generated punks and scream "We never pay any-one Dane-geld, No matter how trifling the cost" while blasting the extortors to kingdom come with heavy pistols and SMGs.
Kagetenshi
Then the griefers use low-level characters in mobs. This is a solution?

~J
Black Irish
(Cross-posted in the other thread)

I think an SR MMORPG that doesn’t rely on grinding is a lot more workable than others have made it seem. The key is implementing a set of self-regulating controls (namely legality and availability), as well as several different (and somewhat related) resource sources.

First, Frank's idea about coding for GTA-style police attention is spot on. Set a security rating for each area, with restrictions on weapons carried and allowed actions. Break the law in the wrong area and find yourself drowning in Lone Star. In effect, this drives certain activities (PvP, griefing, high-noon shoot-outs with Panther cannons) to lawless areas like the Barrens, which is perfectly in line with the Shadowrun world. It also adds concealability as a factor in the gear grind, because all of the sudden that “+0 Predator� is a lot more appealing in certain situations than a “+5 MP-Laser.� Same could be done with foci – carry your bound Power Foci 5 into the arcology, and magical security all of a sudden is three feet up your ass.

Next comes resources, namely Karma, Nuyen, Gear and Reputation/Contacts.

Karma: awarded ONLY for completing jobs/quests. IIRC, something similar to this was done for D&D Online.
That’s one control right there – there’s no grinding for karma/xp, so players’ only method for advancement along the karma track is to do what the game is all about – taking jobs, whether that means shadowrunning, fixing, gang development or what have you. It also provides a nice death penalty: you die on the run, you get nothing (except medical bills and lost equipment).
You could have jobs for various occupations available: random or instanced shadowruns, ganger quests to eliminate neighborhood rivals, bounty hunter quests to bag paracritters, even fixer or Johnson “quests� (ie., get a fixing job with the Yaks to sell a certain number of HK-227s, or set up a certain number of runs).
As a result, there’s no karmic benefit to grinding or wandering the Barrens shooting bums and barghests. By making most runs too difficult for anything but a superhuman individual to solo, you enforce/foster teamwork, as well. The only way to get ahead on the karma track is to cooperate.

Nuyen: There should be tons of ways to get it, and as many ways to lose it. Charge for everything – the pad where players keep their extra gear, medical treatment, training, bribes, etc. – so players are always wanting more. Found gear could be sold (for varying percentages based on the type and level of a character’s contacts). Grinding could be allowed here (those bums in the Barrens don’t have much, but it’s something) but the reward ratio should be small compared to other avenues. And money is only as good as the contacts you have to spend it with …

Gear: The trick to gear is strictly enforcing availability and illegality ratings. Sure, everyone wants a Panther cannon or two to stash in the closet, but you won’t hold on to it long strutting around downtown in full daylight. Losing carried gear would be another good penalty for death or arrest. If PCs are constantly looking over their shoulders for Lone Star, they’re likely to make do with “sub-par� and easily replaceable gear except for specific runs. The heavy stuff will stay in the safehouse until needed for an appropriate run.
High-end “drops� could be used for some items, but developing the appropriate contacts would be the more likely avenue for acquiring high quality loot of all types (weapons, magic gear, cyber, etc). Randomized inventories or a system that gave a contact a percentage chance to have an item could also help control high-end loot and foster a PC economy.
For certain equipment, such as beta- or delta-grade cyber, there might be only one or two sources. Want a move-by-wire system installed? Better get in good with Doc Swanson at Shiawase by performing certain runs or building contacts. With the possible exception of some sort of organ-legging quest system, “looting� cyber or bioware probably should not be possible.

I’m not that familiar with SR4, but the variety of gear in SR3 is sufficient so that I don’t think you’d really need “+5 Predators� – sure, anyone can pick up the basic version at Weapons World, but with the right contacts and reputation (or skills) you could have a weaponsmith add a custom grip, extended mag or burst-fire function. There’s always ammo, too – hit the right warehouse or develop the right contacts for a couple clips of APDS, for example.

Reputation: This is where an SR MMORPG could really set itself apart, although it could require some complex coding. In addition to an over-all rep tied to karma or completed runs, you’d want to implement a system of individual scores for various groups (corporations, gangs, initiatory groups, etc) and individuals. Higher general reputation could lead to tougher or higher-paying (karma and nuyen) jobs, as could faction reputations. Group reputations could lead to jobs, too (or retaliatory hits), and could grant access to better gear. For example, Fixer X may be able to supply APDS ammo on a regular basis, but you’ve got to gain Fixer X as a contact first (perhaps by gaining reputation with the local Yakuza), then boost your reputation with him (through jobs, bribes, or repeated business).

Magical initiation could be handled similarly, although you could set up a more difficult avenue for self-initiation that requires more karma and maybe certain magical texts or other found materials.

The real kicker would be to set up a reputation system involving other PCs. So, at the end of a job, each runner gets to “rate� their team-mates, resulting in a reputation boost or hit to general reputation -- as well as with every group the rating PC is affiliated with. Word gets around in the biz, so someone that routinely screws their team is going to gain a bad rep with everyone the rest of the team knows. Same with runners who consistently act stupid in secure zones – they gain a reputation as a hot-head punk, hurting their street-cred, which then affects the availability of jobs and contact-related gear.
-------------------
Taken all together, I think those factors would steer most players in the desired direction while leaving a number of viable play options.

Want to build a prime runner? Get a team together, act professional, complete runs and build up karma and nuyen. You’ll still need to spend some time doing social/reputation “grinding� however, if you also want access to high-end gear.

Want to be a fixer? Karma’s less important, so focus on money and contacts, stock-pile rare gear (available through said contacts), then start selling to your less socially adept fellow players. Want to join a gang? Take ganger quests, which could require extortion, brawling with rival gangs, etc. Want to be a street-doc? Build up your Biotech, work up some contacts with a cyberware supplier and run a chop-shop out of your apartment.

Griefing is still possible, but appropriately and realistically punished. It offers no karma and a high risk of arrest or death by Lone Star. But if someone wants to do it, they can. Hell, you could basically build up a character the “right� way, then set up your own kingdom in the Barrens, blasting trespassers and demanding tribute. Seems pretty Shadowrun to me, and creates an appropriate incentive for other players to shell out the nuyen for a nice doss in a part of town with fewer crazies.

But overall, its simply not possible to advance by playing like an asshole 12-year-old. You can’t get karma from griefing, and you can’t gain the (good) rep necessary for better jobs by acting like an idiot. Worst case scenario: some l33t-speaking doofus grinds bums in the Barrens, saves up enough cash to buy a PC-auctioned Panther Cannon, goes postal outside Club Penumbra and gets geeked by security/Lone Star, thus losing said Panther and gaining nothing for the effort. Which would be completely SR-realistic and awesome.
Kagetenshi
Please don't cross-post, the structure of the boards makes it pretty unlikely that the sets of readers of the threads have a meaningfully large symmetric difference.

Not a mod, no special authority.

~J
hyzmarca
QUOTE (Kagetenshi)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.
Black Irish
QUOTE (Kagetenshi)
Please don't cross-post, the structure of the boards makes it pretty unlikely that the sets of readers of the threads have a meaningfully large symmetric difference.

Not a mod, no special authority.

~J

Sorry Kage. Point taken.
Kalvan
QUOTE (Black Irish @ Dec 24 2007, 06:51 PM)
(Cross-posted in the other thread)

I think an SR MMORPG that doesn’t rely on grinding is a lot more workable than others have made it seem. The key is implementing a set of self-regulating controls (namely legality and availability), as well as several different (and somewhat related) resource sources.


Okay, and I'll give my reactions

QUOTE

First, Frank's idea about coding for GTA-style police attention is spot on. Set a security rating for each area, with restrictions on weapons carried and allowed actions. Break the law in the wrong area and find yourself drowning in Lone Star. In effect, this drives certain activities (PvP, griefing, high-noon shoot-outs with Panther cannons) to lawless areas like the Barrens, which is perfectly in line with the Shadowrun world. It also adds concealability as a factor in the gear grind, because all of the sudden that “+0 Predator� is a lot more appealing in certain situations than a “+5 MP-Laser.� Same could be done with foci – carry your bound Power Foci 5 into the arcology, and magical security all of a sudden is three feet up your ass.


I suspect that the first metamagic technique most runner magic users will choose will be Masking, followed closely behing by Focus Masking

QUOTE

Next comes resources, namely Karma, Nuyen, Gear and Reputation/Contacts.

Karma: awarded ONLY for completing jobs/quests. IIRC, something similar to this was done for D&D Online.
That’s one control right there – there’s no grinding for karma/xp, so players’ only method for advancement along the karma track is to do what the game is all about – taking jobs, whether that means shadowrunning, fixing, gang development or what have you. It also provides a nice death penalty: you die on the run, you get nothing (except medical bills and lost equipment).


Except that quite a few people (though not me) consider that to be the very definition of grinding.

That said, there's grinding and then there's grinding. Personally I like this solution, even if it means I can't earn Karma cooking and applying health magic to the homeless at soup kitchens.

QUOTE

You could have jobs for various occupations available: random or instanced shadowruns, ganger quests to eliminate neighborhood rivals, bounty hunter quests to bag paracritters, even fixer or Johnson “quests� (ie., get a fixing job with the Yaks to sell a certain number of HK-227s, or set up a certain number of runs).
As a result, there’s no karmic benefit to grinding or wandering the Barrens shooting bums and barghests. By making most runs too difficult for anything but a superhuman individual to solo, you enforce/foster teamwork, as well. The only way to get ahead on the karma track is to cooperate.


There's a fine line here. On one side, it could easily get newbie runners who desperately want to play to the spirit of the game getting toasted before they can draw their weapons on the run because the run is simply impossible unless you've upgraded your stat set to at least semi-experienced. On the other, a Prime Runner can, with the proper equipment, get through an entire run with only a mage as a minor sidekick. Testing every run before puting it up on the server is going to be a major pain in the rear end.

QUOTE

Nuyen: There should be tons of ways to get it, and as many ways to lose it. Charge for everything – the pad where players keep their extra gear, medical treatment, training, bribes, etc. – so players are always wanting more. Found gear could be sold (for varying percentages based on the type and level of a character’s contacts). Grinding could be allowed here (those bums in the Barrens don’t have much, but it’s something) but the reward ratio should be small compared to other avenues. And money is only as good as the contacts you have to spend it with …


I would include hunger/needing to eat as a nescessary expense, so that people won't completely lack a life outside the run.

QUOTE

Gear: The trick to gear is strictly enforcing availability and illegality ratings. Sure, everyone wants a Panther cannon or two to stash in the closet, but you won’t hold on to it long strutting around downtown in full daylight. Losing carried gear would be another good penalty for death or arrest. If PCs are constantly looking over their shoulders for Lone Star, they’re likely to make do with “sub-par� and easily replaceable gear except for specific runs. The heavy stuff will stay in the safehouse until needed for an appropriate run.


Well, as I rarely play a Troll, and my Sammies tend to prefer Bioware to Cyber (so I've never had a gyromount in me), I usually skip Panthers, Stingers, or RPGs. My gunbunnies prefer Skorpions, FN P90s, and the ocaisional rifle grenade or HESH round from a custom some assembly required sniper rifle based on the Blaser action in .30-06.

There has to be a system where Concelibility Rating influences (but does not absolutely determine except at the extremes of the scale) the ability to hide a weapon on one's person, and there needs to be ways to creatively conseal it.

QUOTE

High-end “dropsâ€? could be used for some items, but developing the appropriate contacts would be the more likely avenue for acquiring high quality loot of all types (weapons, magic gear, cyber, etc).  Randomized inventories or a system that gave a contact a percentage chance to have an item could also help control high-end loot and foster a PC economy.

In my game, Corporate Security has Biometric Safties that can't be hacked off (in either sense of the term), Lone Star prerecords the ballistics of all firearms before issueing them to field officers, and the weapons of high level Yakuza and Triad bodyguards are weapon foci with a permanant "Hot Potato" spell that activates if anyone other than the wielder or the Oyabun/489 handles it.

That should take care of that sort of thing

QUOTE

For certain equipment, such as beta- or delta-grade cyber, there might be only one or two sources. Want a move-by-wire system installed? Better get in good with Doc Swanson at Shiawase by performing certain runs or building contacts. With the possible exception of some sort of organ-legging quest system, “looting� cyber or bioware probably should not be possible.

I’m not that familiar with SR4, but the variety of gear in SR3 is sufficient so that I don’t think you’d really need “+5 Predators� – sure, anyone can pick up the basic version at Weapons World, but with the right contacts and reputation (or skills) you could have a weaponsmith add a custom grip, extended mag or burst-fire function. There’s always ammo, too – hit the right warehouse or develop the right contacts for a couple clips of APDS, for example.

Reputation: This is where an SR MMORPG could really set itself apart, although it could require some complex coding. In addition to an over-all rep tied to karma or completed runs, you’d want to implement a system of individual scores for various groups (corporations, gangs, initiatory groups, etc) and individuals. Higher general reputation could lead to tougher or higher-paying (karma and nuyen) jobs, as could faction reputations. Group reputations could lead to jobs, too (or retaliatory hits), and could grant access to better gear. For example, Fixer X may be able to supply APDS ammo on a regular basis, but you’ve got to gain Fixer X as a contact first (perhaps by gaining reputation with the local Yakuza), then boost your reputation with him (through jobs, bribes, or repeated business).


Of course, the more often you do runs for a particular syndicate to the exclusion of the others, the harder those others will treat you, and the more likely the head of your (or his/her representative) syndicate will casually order you around, and not accept "no" for an answer...

QUOTE

Magical initiation could be handled similarly, although you could set up a more difficult avenue for self-initiation that requires more karma and maybe certain magical texts or other found materials.


Should we use the rules for Alternative Traditions from Street Magic?

QUOTE

The real kicker would be to set up a reputation system involving other PCs. So, at the end of a job, each runner gets to “rateâ€? their team-mates, resulting in a reputation boost or hit  to general reputation -- as well as with every group the rating PC is affiliated with. Word gets around in the biz, so someone that routinely screws their team is going to gain a bad rep with everyone the rest of the team knows. Same with runners who consistently act stupid in secure zones – they gain a reputation as a hot-head punk, hurting their street-cred, which then affects the availability of jobs and contact-related gear.


Me Like!

QUOTE

-------------------
Taken all together, I think those factors would steer most players in the desired direction while leaving a number of viable play options.

Want to build a prime runner? Get a team together, act professional, complete runs and build up karma and nuyen. You’ll still need to spend some time doing social/reputation “grinding� however, if you also want access to high-end gear.

Want to be a fixer? Karma’s less important, so focus on money and contacts, stock-pile rare gear (available through said contacts), then start selling to your less socially adept fellow players. Want to join a gang? Take ganger quests, which could require extortion, brawling with rival gangs, etc. Want to be a street-doc? Build up your Biotech, work up some contacts with a cyberware supplier and run a chop-shop out of your apartment.

Griefing is still possible, but appropriately and realistically punished. It offers no karma and a high risk of arrest or death by Lone Star. But if someone wants to do it, they can. Hell, you could basically build up a character the “right� way, then set up your own kingdom in the Barrens, blasting trespassers and demanding tribute. Seems pretty Shadowrun to me, and creates an appropriate incentive for other players to shell out the nuyen for a nice doss in a part of town with fewer crazies.

But overall, its simply not possible to advance by playing like an asshole 12-year-old. You can’t get karma from griefing, and you can’t gain the (good) rep necessary for better jobs by acting like an idiot. Worst case scenario: some l33t-speaking doofus grinds bums in the Barrens, saves up enough cash to buy a PC-auctioned Panther Cannon, goes postal outside Club Penumbra and gets geeked by security/Lone Star, thus losing said Panther and gaining nothing for the effort. Which would be completely SR-realistic and awesome.

Yup!
FrankTrollman
QUOTE (hyzmarca)
QUOTE (Kagetenshi @ Dec 24 2007, 06:42 PM)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.

But they don't. They take one of their mules, load them with explosives, and set them off. In a world where weaponry is as powerful compared to character power as it is in Shadowrun, it is completely unacceptable for people to lose all of their work into a character just because they took a hit. Because "all" might literally be months or years of complex roleplaying, or it might literally be hitting the "create" button, the "random" button, mashing the keyboard to generate a unique alphanumeric name, and then logging onto your real character and sending the new one a package with some C-12 in it.

Gang warfare is fine, but what you have described is Suicide Bomber: The Reckoning.

-Frank
Zak
If you allow PvP there will be griefing. Griefing will make sure there are not alot of serious players left in the game. Except on private servers.
If you make it GTA style there will be some stupid punk running you over with a Lone Star truck right after you entered the gameworld. anywhere, anytime.

The only way to make this work is on tightly controlled servers, which isn't possible except you allow servers run by players. Which again leads to other abuse problems.

There is just no legal and effective way to punish idiots who ruin the fun of others. And if you dont allow random PvP and random PvE that wouldnt be shadowrun anymore. dilemma frown.gif
hyzmarca
QUOTE (FrankTrollman @ Dec 25 2007, 04:04 AM)
QUOTE (hyzmarca @ Dec 24 2007, 06:59 PM)
QUOTE (Kagetenshi @ Dec 24 2007, 06:42 PM)
Then the griefers use low-level characters in mobs. This is a solution?

~J

Yes. When griefers use large groups of low-level characters then what you have is no longer griefing; it's gang warfare.

But they don't. They take one of their mules, load them with explosives, and set them off. In a world where weaponry is as powerful compared to character power as it is in Shadowrun, it is completely unacceptable for people to lose all of their work into a character just because they took a hit. Because "all" might literally be months or years of complex roleplaying, or it might literally be hitting the "create" button, the "random" button, mashing the keyboard to generate a unique alphanumeric name, and then logging onto your real character and sending the new one a package with some C-12 in it.

Gang warfare is fine, but what you have described is Suicide Bomber: The Reckoning.

-Frank

That is a good point. Such an outcome would work better in a game based on Over There.

Hey! The game could be set during Desert Wars. Then suicide bombers would make sense.
FrankTrollman
Even in Desert Wars it wouldn't work, because the suicide bombs would be coming from your own team.

Personally, I think the best compromise is that the difficulty of coming back from "severe injury" is based on your character's highet connection rating (which you get from doing jobs for people) and your number of Stars when you went down.

Make it a little bit harsher than GTA as far as weaponry use in public and murder, and you're probably good to go. So if you're walking around and some griefer starts flame throwering the crowd, his character is automatically locked up in jail (removed from the server) as soon as the police take him down, and you repawn in the hospital.

And if you've been playing for a while and have some Yakuza connections, then you can actually be being chased by the cops, get shot in the head by a griefer, and then wake up in the hospital anyway because the Oyabun "pulled strings" (you probably get a message that the Oyabun now requests a favor).

So in this manner, long running characters have "llives" which they can get back by doing faction quests. And mules and instant action characters have only one life. But getting whacked while you hadn't been caught doing crime doesn't even cost lives.

-Frank
nezumi
QUOTE (Lindt)
QUOTE (Ravor @ Dec 21 2007, 07:30 PM)
Total PvP would be a must, but combine it with realistic enforcement, gangs making everyone they see their bitches if they don't cough up protection money is doable, but watch out what you carry in the good side of the 'plex..

Untill the highest level players (who are 15 and have nothing else better to do) start demanding protection money from all the new players.
Id be laughing my ass off right up until I canceled my recurring subscription.

There are a lot of controls to combat this. One is simply that every powerful character is going to have a very difficult time, no matter how powerful he may be, trying to tax the entire 'plex. There's no reason you wouldn't have a section run by the Spikes, a section run by the Ancients and so on. If your uber PC is charging people money, that makes you a gang in their eyes, and therefore a good target for whacking (to take your territory, prove how tough they are and so on). Meanwhile, new PCs may decide that paying you 100 nuyen.gif is a lot rougher than paying the Ancients 5 nuyen.gif.

If the PC realizes he needs to mob people to stay alive, that's called a gang. If he's running a gang, he needs to set up a method that gang-members can advance, make money and so on, so he can't be charging everyone all their savings or no one will join his gang (or a gang-member will backstab him). If his gang decides to gang-rape all the people in their territory, they can do so, but people will then move to other territories, pay their protection money there, and likely Lone Star will get called in to put the boot down. If the system naturally encourages controlled aggression, not random slaughter, then that is what will arise. I for one think the idea of a new, player-run mafia is absolutely awesome, even if it means a few low-level PCs get cement shoes now and again.

Additionally, the power curve in Shadowrun is different from WoW. A 'level 1' character CAN take down a 'level 15' character, with luck and planning. That means that no single character is going to start picking fights with everyone else, since there's a very real chance HE will get raped. He'll need to be smarter about it, play more politics to create a proper gang.

I see absolutely no reason why players shouldn't be able to carve out their own empires. However, that plunks them in a bigger pond, with different threats. I also see no reason why PCs shouldn't expect to pay money to avoid threats. Just increase how much money they make to compensate. You'll have a bunch of new players fresh out of WoW who laugh at the big, mean looking troll and figure 'well, this zone seems appropriate for new characters, this Torgo fellow must be pretty easy!' It will be a quick, painful lesson as to why Shadowrun is different from other games.



QUOTE
There's a fine line here. On one side, it could easily get newbie runners who desperately want to play to the spirit of the game getting toasted before they can draw their weapons on the run because the run is simply impossible unless you've upgraded your stat set to at least semi-experienced. On the other, a Prime Runner can, with the proper equipment, get through an entire run with only a mage as a minor sidekick. Testing every run before puting it up on the server is going to be a major pain in the rear end.


Not a major issue if you use the method I've outlined previously.

A PC is given a check to build a security setup with X number of dollars. This is the 'value' of the run, since it defines the facility it'll happen in. It is also modified by basic metrics the computer uses to determine how well it complies with 'conventional' security setups. If the guy spent all his money on potted plants and no weapons, the value of the map drops considerably, and the designer's value as a designer is reduced.

X is modified by the rating of the environment (AAA, B, etc.), the precise nature of the run (wetwork, get the box, etc.) and so on. The result is X'. The Johnsons will only give the run to PCs who meet the requirements for X'.

As the map, X, is used for different runs (X', X'', and so on), it will gradually have a success rate attached to it, defining how good it is as repelling invaders. Its score will gradually change to reflect this. As the map's score goes up, the designer gets karma for it (literally getting paid based on the number of Shadowrunners hurt, killed or repelled), and he is used for more difficult maps.

Early on, we'll have a bunch of bums who don't take map design seriously. They'll all be designing level 1 maps, and these guys will make terrible maps. The result is a bunch of neophyte runners enjoy a number of cake-walks and get 'free' money and karma. The designers don't advance though. At level 2, you only have people who at least took the challenge seriously, and so things self-regulate. If you have a genius who makes tremendously awesome maps, well if you're the first guy to test it... them's the breaks, sorry. But overtime a level 1 map becomes a level 2 or 3 map just because it keeps killing everyone, and the designer advances up to design maps for more advanced shadowrunners.


Overall I like Black Irish's summary, except I do think Lone Star security guys or docwagon employees (who are PCs) should get karma for doing their jobs. Never for killing people, just for doing their jobs. Some jobs will reward more karma than others. The karma for some jobs will depend on what other people do. A Johnson's karma is based on how successful his runners are, a security designer's karma is based off of how effectively his maps wounds or repels invaders.
Stahlseele
heh, i just found a backdoor(me decker) to the old SRO Boards that were supposedly taken down ^^
FrankTrollman
The problem with player created security is that everyone is going to put back doors in said security and then that information is going to be variously disseminated. Other people are going to make the "security" simply be that the area is made out of plasticrete and there's no actual path to the objective. There simply aren't controls on that sort of thing, nor can there be.

I like fan created content, but I don't think it is practical or desirable in areas that people make runs in. Too many areas would be thematically jarring with unfinished or unmatched textures or giant clown heads or huge penis jokes.

-Frank
nezumi
QUOTE (FrankTrollman @ Dec 26 2007, 11:00 AM)
The problem with player created security is that everyone is going to put back doors in said security and then that information is going to be variously disseminated.

Precisely. People are going to put in back doors for themselves, and then they have to work hard to keep it secret. If they fail to keep it secret and its used by everyone, the map no longer works and the guy stops getting karma for successfully repelling invaders, its score goes down, he isn't hired for better jobs later on and eventually the map is shifted out of use. Granted, if the back door takes a long time to be discovered, it could result in a known back door being available for a longer time, but that's neither a huge problem nor unavoidable. On the flip side, if the guy makes a back door and keeps it secret, he can make a LOT of money selling that information at least once.

QUOTE
Other people are going to make the "security" simply be that the area is made out of plasticrete and there's no actual path to the objective. There simply aren't controls on that sort of thing, nor can there be.


That would be a basic requirement of the map design. Either make the map so the actual hallways and offices are set and you can't make new walls, but can rearrange stuff, or make it so the player does not get paid unless actual business can be done - people must be able to get from the elevator to each individual room to do work. It would be trivial to program the computer to check if every room is accessible, and foolish not to.

On the shadowrunner side, explosives work.

QUOTE
I like fan created content, but I don't think it is practical or desirable in areas that people make runs in. Too many areas would be thematically jarring with unfinished or unmatched textures or giant clown heads or huge penis jokes.


You don't make texture something the designer can set. The texture, decals and so on are going to be set by the corporation, obviously, and in fact a given map may appear in an Ares facility one day and a Renraku facility the next. Granted, the person could make a map which, when viewed from above, spells bad words or something, but people who go out of their way to do that probably aren't making very good maps, so they won't get past the starting few levels.

Yes, I certainly do agree that at the lowest levels there will be all sorts of terrible maps. However the ultimate test will be one of practical application. People who don't take map design seriously won't be designing maps for higher levels. If the designers are smart enough to comfortably design shadowrunners below the rating of starting PCs, that means those initial maps can be tested before humans see them, and can be eliminated. Otherwise, just assume that the early milk runs may look sort of goofy, but as you get to level 2, 3 and so on, they get progressively more realistic as loser designers are weeded out.
Telion
Wouldn't zone security codes help ease some of the PKing?
Also posting wanted posters for griefers allowing a bounty hunter type character to be played.
And what about giving those who want pure carnage of destroying anything in their path the ability to join one of the gangs in the sprawl who specialize in that?

Things like if your in a AAA zone your not going to worry to heavily about someone killing you randomly.

Also a reputation mechanic will prevent any lasting character from doing these kinds of things, leaving mostly lower level characters doing this.

This does assume a bit on mechanics but from a concept point of view this would curb it to some degree.
FrankTrollman
QUOTE
Wouldn't zone security codes help ease some of the PKing?


Not by themselves, but with additional mechanics they could be part of that. In Shadowrun, having a higher security grade means that Lonestar or Knight Errant (or Nightengale, or whoever) comes down on you extra hard if you start trouble. Now, the core of griefing is that you are actually trading a character which took you virtually no effort and and that you don't care about for someone else's character who actually matters in order to piss them off. So the fact that the Star is going to come and arrest you after you start throwing hand grenades in a dance club full of player characters means fuck all. Or rather, it means very little to the people who are actually doing the griefing.

Now there are a couple of ways to mitigate that.
  1. Security Zones Mandate Specific Behavior That is, in AAA zones you literally can't throw a molotov at a cocktail party. I don't suggest this, but it would restrict PVP to certain areas in an absolute fashion. This would have to be part of an arms race to stop griefers from "training mobs" or manipulating environments or doing any of the other crap that griefers do.
  2. Death Means More to Rule Breakers That is, if you haven't done anything wrong recently (that the Star knows about), then when you "die" you respawn in DocWagon Central and move on with your life. If you have, then you don't respawn at all because your character is in jail. Possibly other people can break you out with a run on the holding pens or the Star admin or something. This would mean that if people attack you for no reason in AAA zones you are slightly inconvenienced and they lose their character - which tilts the equation away from griefing.
  3. Death Means Less to Established Characters Characters who do more could have better DocWagon Contracts, which would bring them back from more things. Alternatively or in addition they could have influence with established crime syndicates or corporations (same thing really) who would get them out of jail when they "died." This would tilt the equation away from griefing as it wouldn't be that big of a deal to take down an established character.
  4. You must complete a lengthy tutorial with each character before you are allowed to do any PvP at all. If adjusting a PC to be able to harm other PCs, or transferring them to the area of the game where they interact with other PCs, or whatever takes more effort, then the griefing is disincentivized.

I would suggest doing all of that except the first one. You'd probably have to do more besides (like keep track of how many characters an account has "in prison" and ban their account if that number gets too high).

-Frank

hyzmarca
Or you could include an Alternate Reality component in which the personal information (mane, address, etc.) of chronic grievers are posted on public boards and players are given in-game rewards for beating the crap out of the bounty-targets in real life.
Black Irish
I like Frank's 2 and 3, although I'm less keen on the other two options. Another option would be figuring out some way (in-game) to tie a griefer's low-level characters to the established character providing the explosives/other griefing gear.

I thought about adding some sort of ownership tag to equipment -- so the grenades used to bomb the club could be traced to the griefer's character that gave them to the bomber — but I'm not sure how feasible or desirable that would be. Having guns/other equipment tagged as stolen offers some interesting possibilites, as would tying explosives/foci/etc. to their creators.

Another possibility would be to use the reputation system, by creating reputation/connection hits tied to economic transactions. So, if Griefer character 1 (the established character) gives or sells Griefer character 2 (the new character) a satchel of C4 (creating a reputation connection) and character 2 bombs a night club, then character 1 takes a reputation hit, as well, because he's been "doing business" with character 2. This could encourage PCs to only do business with established, well-trusted other PCs (not a bad thing), but could be a pain in the ass overall. I can also see easy workarounds (leave the C4 in an out of the way place, then let griefer 2 "find" it) for committed griefers.

(BTW: Isn't it sucktastic that the majority of the thread is focused on mitigating griefing, rather than fun stuff to include in the game?)
Telion
Wouldn't there be some lone star strato drones passing through the AAA air space in reasonable numbers? And I seem to recall astral patrols as well.
Standard police in the area ready to call something in or run over the perp.

In a place like this, your not going to be able move far from a "Killing spree" without being spotted quickly and brought to justice.

A proper mechanic would be to give the player the option to have a safety to prevent the player from pulling out a gun with a missed keystroke.

When I consider a person hell bent on destroying others in a AAA establishment, I see GTA police reactions swarming on the person and other runners taking off to avoid being questioned. Throw in some elementals and spirits just for amusement.

Another mechanic could be that the players ties to a fixer which dislikes their employees being killed, or even the players others contacts who may investigate the players death. Being disliked means your not going to be missed.

I agree with others who have suggested a dynamic means to trace something from 1 person to the next. In general I'd like the game to have a dynamic feel to it.

If I could have 1 wish though, I'd wish that each player had their own apartments and the world had a feeling of having a finite number of objects. So that their could be some personalization rather than everything being copies of each other.
FrankTrollman
QUOTE
BTW: Isn't it sucktastic that the majority of the thread is focused on mitigating griefing, rather than fun stuff to include in the game?


Well yes, but that's because this is the 21st century and the internet has already devised a better idiot. Meaning that anything you create has to be better idiot proof or it'll fall apart to begin with. Once you have a working chasis and some solid guidelines for keeping things from falling apart you can add all the content you want.

What I would really want is an urban hellscape of sufficient size that I could drive around in my neighborhood. People should be able to cross Seattle (or Hong Kong, or Denver, or Cape Town, or Tenochitlan, or wherever) in an unrealistically short time, but it should still be long enough that I can cruise the barrens. That's my personal goal, much more than completing missions or killing horrors. That's a task for the server designers and artists, I can't even really participate.

---

But there's another thing. People want to occassionally accomplish something, which is not really possible in most MMOs. Certainly this is what makes me not play Warcraft or Everquest - nothing I do actually matters. There's no effect beyond increasing the numbers on my own character sheet so that I can fight more monsters and still not accomplish anything. On the flip side, writing content is actually time consuming and requires competent writers to do. It's not easy.

Some of that can be done in the form of legitimately random and non-repeated missions. If you rescue a hostage, that hostage will be a randomly created person and will then be added to the list of potential civilians walking around or hanging out in clubs. And in that fashion you don't have to contend with the fact that you're talking to the doctor getting missions from her while at the very moment other people are rescuing her from a prison again.

But some of it can I think be done with "shared goal missions." That is, you have a number of plotlines which will eventually "go off" if enough people complete associated missions. And when that happens, everyone who participated gets a special cut scene delivered to them. So for example, there could be a Yama King on the loose. He has a bunch of trained mad men, and he's corrupting various politicians, and so on and so forth. A bunch of the "get the dirt" missions are nominally exposing his plot. A bunch of the "rampage" missions are taking out portions of his organization. Eventually the mission where people can physically take him on in his compound opens up, and a recording of the final showdown goes to everyone who helped take down the Yama King.

This way you don't need to make an intractable number of new content missions for everyone to accomplish something, but everyone can still be goal oriented and make an impact on the server. Similarly, I also think that the Seolpa Rings, the Yakuza, and the Vory should all get bigger territories when people do more missions for them, and so on. So that players can take it on themselves to do stuff which impacts the world without participating in the big plots.

-Frank
X-Kalibur
QUOTE (hyzmarca)
Or you could include an Alternate Reality component in which the personal information (mane, address, etc.) of chronic grievers are posted on public boards and players are given in-game rewards for beating the crap out of the bounty-targets in real life.

I whole-heartedly approve of this idea.
mfb
[post removed because sometimes the things i type make more sense in my head than when they are actually posted]
Black Irish
QUOTE (mfb)
[post removed because sometimes the things i type make more sense in my head than when they are actually posted]

If only you had a datajack ...
Apathy
One problem I have with Shadowrun as an MMO is that the basic plot of SR is that shadowrunners are relatively unusual, unique. Somebody recently posted an attempt at figuring demographics in the SR4 forum, and they show a few hundred runners (in the whole range from elite runners down to substandard wanna-be's) out of the entire population of millions in Seattle.
[ Spoiler ]

...So if you're in an MMO with a hundred thousand PCs running to a fro shooting each other and extracting research scientists from EVO, griefing each other, etc the setting starts to fall apart for me. It becomes more like City of Heros/City of Villains than Shadowrun.

The other issue with SR that sets it apart is the finality of death. In the RPG, when you screw up and security shoots you in the head, you're dead. There's no resurrect spell, no re-spawn shrine. This adds to the tension and realistic feel, and focuses players on acting smart instead of running in and challenging Alamaise to settle things 'mano-a-mano' (mano-a-draco?). This probably won't happen in an MMO.
[ Spoiler ]
Kagetenshi
No need for number-crunching and estimates—in Tir Tairngire (p143), Monitor pegs the number of "real" (read: hardcore, successful, likely to survive, the kinds of people that at least our group tries to make PCs part of) Shadowrunners in Seattle at less than a hundred. Tack on maybe twice that number of up-and-comers who probably won't last out the year and call it good.

It should also be noted that on the same page the idea that a government would hire Shadowrunners is presented as fairly unusual.

~J
Kyoto Kid
...@Apathy [blasted slow connection]

I agree with you on both points which is why I don't get into MMOs (Played City of Heroes I it seemed there were more supers than norms per capita). In a standard face to face campaign each GM has their own "world" and it is distinct and separate from another GM's. This is also why I do not like letting characters cross over between campaigns even in a group that has multiple GMs who take turns running. I may have a certain Corp. or NPC personality that the other GM doesn't have or wish to use and vice versa.

As to Edge, the way it is used makes me feel I'm almost playing that other game. It's in effect a "saving roll" to avoid something nasty. In previous editions, there was the old Karma Pool, but it could only be used for the following:

...To re-roll failures (and you could still fail the roll)
...Re-roll dice in an open test (at an increasing cost per die, also not guaranteeing success)
...Turn a catastrophic roll (rule of 1) into a normal failure
...Buy an extra dice (at an increasing cost per die)
...Buy a success (in which case the KP point is burned forever & the original roll still needs to yield at least 1 success)

The Hooper Nelson Rule (permanently burning KP to lower the TN) and HOG (permanently burning all good Karma plus Karma Pool to avoid certain death) were alternate rules. If HOG was used, it was a "one time only" hoop saver.

...somewhat related...

Our group had adopted a house rule put forth on this forum a while back where Edge is treated more like the old Karma Pool. It cannot be bought up at Chargen and has to be earned (the attribute cap still applies). So every character begins with 1 (humans 2) and she can only increase it after earning 10 Karma, then 20 Karma for the next point, 30 Karma for the next etc. These increases are automatic and require no karma expenditure. So far, it seems to be working fine and characters tend to think a bit more about their actions when they don't have that all edge to throe around right up front. I am also considering making the Avoid Certain Death rule more like HOG in that the character also has to burn any good Karma she has (& she has to have at least 1 Karma or she can't do it).
Apathy
I suppose that the first of my issues (should be only a few runners in the city, not tens of thousands) could be partially addressed by having discrete instances (like GuildWars) where upon exiting with your team you won't have any interaction with other PCs outside your team. That seems like it would undermine other people's desire for a persistant world that is impacted (from everyone's perspective) by your team's actions. But it would probably be necessary; you can't retain suspension of disbelief if every week hundreds of corp execs were assasinated and hundreds of research assistants were kidnapped/extracted.

As far as the second (use of edge), I personally agree with your home rule, but think it would have to be dropped for an MMO. There's no way the standard teenage gamer is going to accept that 6 months of dedicated character development could be lost in an instant due to ganking or lag from a poor internet connection. It might be acceptable, however, to have separate 'Normal' and 'Hardcore' worlds. Then if the players choose to take on the additional risk they have less room to whine when it goes badly.
Kagetenshi
One of the things that would be really nice about taking a game like this and making it Massive would be being able to finally get rid of that "team" nonsense. Sure, teams would form, but much of the fiction (and the nature of the business) points towards much looser alliances than the sorts that tend to form in RPG groups.

~J
FrankTrollman
Regardless of how many "shadowrunners" there are (and 100 is absurdly low considering that fucking private detectives count as Shadowrunners), the amount of people involved in organized and disorganized crime in the Shadowrun world is titanic.

Sure, there probably aren't that many Street Samurai, and there are "only" fifteen thousand magicians in the Barrens. And in any case, a lot of those guys never do much more than scrounge for food and talk to the spirits and crap. But every single person in the Barrens is breaking the law every day. If they have power and water, it's because they are stealing it. They don't pay rents to the lawful landlords, and they probably steal food and clothing.

When I say "GTA Style" I'm dead serious. Your first missions should seriously be trying to get the power on in your squat, not assassinating the Governor. Shadowrun is a world which has a really legit reason for people to spend a period running around the sewers beating rats and each other with baseball bats with nails in.

---

You set the game right after a war, with the army being demobilized. Then players can pick a backstory:
  • Barrens Born - You start play with a squat and some contacts. But you're SINless and all your starting equipment is asstasic.
  • Ex-Military - You begin play in the Hooverville of unpaid vets. Also you get a nicely diplomatic message from your country about how they are thankful for your service (but not thankful enough to actually come through with the retirement plan that was hinted at earlier). You begin play with some cyberware in you, and a small pile of Â¥s. But you've also been evicted, and your contacts aren't particularly helpful.
  • Refugee - Pull down menu: choose a country! It doesn't really matter, but gives you some slightly different stuff and dialogue options. You're here from overseas and your are fresh off the boat. Your SIN doesn't strictly say that you are in this country, and you don't strictly know anyone in this country either. But you have the commcodes of some distant relatives who are vaguely related to you through the old country. Most of them tell you to frag off and get your hobo-self a job, but one of them is a member of an organized crime syndicate, and now so are you!
  • Ex-Corp - Pull-down menu: choose a corp! It doesn't really matter, but gives you some slightly different looking stuff. You start with a nice set of clothes and you're hunted by the corp you skipped out on. You start with no contacts at all (hung out to dry), and you can attempt the high-difficulty mission "break into your own apartment and get all your cool stuff" whenever you want. So while you get a datajack, and a half-way decent commlink, you get no Â¥s at all and have to go find a squat in the barrens as your first mission.

Each of the backgrounds gives you some starting hooks, some starting missions, and what is essentially a tutorial as to how the game works. The different opening missions give variety by presenting the material in a different order (for example: as a refugee you get the "making commcalls" tutorial right at the beginning, while as with the barrens bred backstory you steal a commlink near the end).

And yes, there are literally tens of thousands of these people doing crime and scraping by at any given time in whatever Shadowrun Sprawl you choose to set things. I think actual game play should be more like Longest Journey than Duke Nukem. And actual body counts should be pretty low.

-Frank
Kagetenshi
QUOTE (FrankTrollman)
Regardless of how many "shadowrunners" there are (and 100 is absurdly low considering that fucking private detectives count as Shadowrunners)

There's absurdity here all right, but I'd say it's more the idea that private detectives count as Shadowrunners. Where did you find this in the text?

~J
FrankTrollman
QUOTE (Kagetenshi)
QUOTE (FrankTrollman @ Dec 28 2007, 06:02 PM)
Regardless of how many "shadowrunners" there are (and 100 is absurdly low considering that fucking private detectives count as Shadowrunners)

There's absurdity here all right, but I'd say it's more the idea that private detectives count as Shadowrunners. Where did you find this in the text?

~J

SR3, pg. 71.

-Frank
mfb
not to mention Dirk. on the other hand, Dirk didn't identify himself as a shadowrunner. i don't think guys like private detectives would necessarily be counted among most in-character estimates of the shadowrunner population. we count them, out of character, as runners, because we play them as such. likewise, we often play OC associates, mercenaries, and government/corporate agents as "runners".
Kagetenshi
The existence of an archetype named "The Investigator" does not provide any kind of firm base whatsoever to draw the conclusion that all private detectives count as Shadowrunners.

~J
FrankTrollman
QUOTE (Kagetenshi)
The existence of an archetype named "The Investigator" does not provide any kind of firm base whatsoever to draw the conclusion that all private detectives count as Shadowrunners.

~J

Well, there's all the classic adventures. Let's think:
  • Universal Brotherhood - characters are hired to find a missing person and return a necklace.
  • Dark Angel - characters hired to dig up dirt on a record contract.
  • Native American Nations - characters hired to track down an escaped convict and bring him in.
etc. etc. What makes these Shadowrun stories is that the behind the scenes stuff is filled with crazy and thing quickly degenerate from the original deal into something more complicated with more explosions.

But the characters in the original books are in almost all cases hired to do the work of private detectives, bail bondsmen, or both. Shadowrunner from the SR1 and SR2 days really just means "Repo Man." And indeed, probably the best movie for Shadowrun inspiritation is Repo Man.

Even the SR4 core book hasn't changed that much. The list of Shadow Activity is:
  • B&E
  • Courier Runs
  • Datasteals
  • Extractions
  • Hooding
  • Smuggling
  • Structure Hits
  • Wetwork
I just handily bolded all the jobs on that list that I personally have never been offered. And as it happens, that's exactly half the list. Meaning that if I wanted to, I personally could be considered a "Shadowrunner" by those definitions.

-Frank
mfb
that still wouldn't make you a "real" shadowrunner, and it doesn't mean all--or even any--PIs are counted in any in-character estimate of the shadowrunner population.
nezumi
I like Frank's list of starting characters!

I don't think there's any reason to assume any starting characters would be proper shadowrunners, or that a majority of experienced characters would make most of their money that way. If anything, real shadowrunning would have such a highly demanding skillset that most people aren't going to even attempt it until they're close to their 'maximum level' (or whatever you'd want to consider the SR equivalent). I can imagine a character starts with 0 in all skills, he only becomes a Shadowrunner when he's gotten some up to 5 or 6. But there are a bunch of shadowrunny jobs he can pursue - mafiosa, gang-member, investigator, courier and so on. That would be in addition to all of the other jobs available. I would imagine that shadowrunning would not pay as well in cash or karma as a lot of other jobs out there, the reason you do it is for the thrill. So a lot of people are going to make something else their bread and butter, and moonlight as a runner.

That said, having 50,000 people who try and do runs at some level or another wouldn't be all that bad. Very few will be advertising themselves as runners, and successful jobs are almost never shared, so as I walk through a bar, I still see people by their 'public' personas. Only the truly stupid or truly experienced might advertise themselves as real Shadowrunners. That means from my point of view as a player, I might as well be only one of 200.
martindv
QUOTE (FrankTrollman)
But the characters in the original books are in almost all cases hired to do the work of private detectives, bail bondsmen, or both. Shadowrunner from the SR1 and SR2 days really just means "Repo Man." And indeed, probably the best movie for Shadowrun inspiritation is Repo Man.

That's really stretching. And you didn't actually disprove or even directly address Kagetenshi's comment.

I think you're wrong for the same reason he does.
FrankTrollman
QUOTE (martindv)
QUOTE (FrankTrollman @ Dec 29 2007, 08:27 AM)
But the characters in the original books are in almost all cases hired to do the work of private detectives, bail bondsmen, or both. Shadowrunner from the SR1 and SR2 days really just means "Repo Man." And indeed, probably the best movie for Shadowrun inspiritation is Repo Man.

That's really stretching. And you didn't actually disprove or even directly address Kagetenshi's comment.

I think you're wrong for the same reason he does.

What? In classic Shadowrun, the characters are hired to do basic investigation, trouble shooting, or (on rare occassions) mercenary work. Hell, it wasn't even until 4th edition that they said "Or hey, you could be a ruthless assassin, that works too." People act as if there's something glamorous or special about a Shadowrunner that makes them different from other illegal and quasi-legal jobs, but there really isn't.

The reason that you can make so many different characters as a Shadowrunner is because in the world of 2071 there are a fuck tonne of "Shadowrunners" doing all kinds of crazy crap. Bounty Hunter? Page 89. Mob Enforcer turned Freelance? Page 93. Smuggler? Page 99. Sprawl ganger who does freelance work for the local mob? Page 100. All of these are presented as Shadowrunners, because they are Shadowrunners.

Shadowrunner just means someone whose job is illegal and whose employers have plausible deniability. That's seriously all it means. That means that every single Covert agent of the CIA is a "Shadowrunner," every single friend of a friend that the Triads call in to break shit when they are unhappy with things is a "Shadowrunner." The main character in The Big Sleep, The Fifth Element, M, and The Third Man are all Shadowrunners.

Hell, you know who's a Shadowrunner? The Dude. Yes, The Dude from The Big Lebowski. He has a Johnson (Jefferey Lebowski). He has a team (Walter and Donny). He does under the table work of deniable and dubiously legal nature for the Johnson. He even gets screwed by the Johnson. The Dude is a Shadowrunner.

Now, a lot of people like to wear "I'm a Shadowrunner" around like it's something to be proud of. But it's not. It just means that you're a criminal who literally does not know where his next meal is going to come from and if someone messes up your rug you need to take a new job or live without one.

-Frank
mfb
QUOTE (Frank Trollman)
People act as if there's something glamorous or special about a Shadowrunner that makes them different from other illegal and quasi-legal jobs, but there really isn't.

yes, there is--in-character, which is the distinction you're not making. in-character, there is a big, big difference between a guy who calls himself a shadowrunner and a guy who calls himself a bounty hunter or a merc or a private investigator. the difference most germane to this discussion is, people in the setting don't count mercs, bounty hunters, and PIs as shadowrunners when they say things like "there are less than 100 shadowrunners in Seattle".

you're not wrong. there are a lot more than a hundred 'shadowrunners'--that is, guys who do illegal stuff for employers who want plausible deniability--in Seattle. but of all the guys in Seattle who do illegal stuff for employers who want plausible deniability, only a hundred or so of them actually self-identify (and are identified by others) as, specifically, shadowrunners. the rest of them don't call themselves shadowrunners, and almost nobody else does either.
Kagetenshi
Frank, what you're saying is directly at odds with vast amounts of canon material—to skim through the adventures I have on hand (discarding ones that are "unbusinessy", most notably Harlequin's Back):

<I had a big long section detailing the subsections contained in Corporate Punishment, Harlequin, and Missing Blood, and arguing that except for the last they don't in the least indicate the generality of Shadowrunners that you describe and the last is strongly suggested to be unusual in the text, but it got eaten while editing>

If I get the time I'll dig into my physical library (adventures and novels), but I'm really not seeing how you can defend that view of Shadowrunners based on canon material.

~J
FrankTrollman
I'm not saying that people who set bombs on oil rigs or perform high level espionage aren't Shadowrunners. Of course they are. The thing is that the people who track down and repossess missing prototypes (Dream Chipper) or get hired as extra emergency bodyguards for pop stars (Queen Euphoria) are also Shadowrunners.

James Bond is a Shadowrunner. The Dude is also a Shadowrunner. Both of them take dubious jobs under the table for employers who need plausible deniability. James Bond is what the Fuchi RAD would refer to as a Permanent Asset, while The Dude would be referred to as an Expendable Asset. But they both go on Shadowruns, they are both Shadowrunners.

-Frank
mfb
QUOTE (FrankTrollman)
James Bond is a Shadowrunner. The Dude is also a Shadowrunner. Both of them take dubious jobs under the table for employers who need plausible deniability. James Bond is what the Fuchi RAD would refer to as a Permanent Asset, while The Dude would be referred to as an Expendable Asset. But they both go on Shadowruns, they are both Shadowrunners.

not to characters in the game.
FrankTrollman
QUOTE (mfb)
QUOTE (FrankTrollman)
James Bond is a Shadowrunner. The Dude is also a Shadowrunner. Both of them take dubious jobs under the table for employers who need plausible deniability. James Bond is what the Fuchi RAD would refer to as a Permanent Asset, while The Dude would be referred to as an Expendable Asset. But they both go on Shadowruns, they are both Shadowrunners.

not to characters in the game.

Not to SOME characters in the game. It is a terribly important part of the setting that some people practice Street Bushido and draw a firm line between "Street Smurai" and "Worthless Razorboys" while other people don't.

Certainly the Resource Adjustment Department does not make a distinction and does not care. Codes of honor, levels of professionalism, and so on and so forth are taken as points of pride by some members of the Shadow community. But that isn't how everyone sees it. Especially not in character.

-Frank
mfb
not to most characters in the game. even a RAD case officer is going to understand the difference between a shadowrunner and a member of the shadow community, and a given asset's status as one or the other is going to be a factor in whether the RAD officer hires that asset, and what jobs the RAD officer will hire that asset for. he'll view both as potential hires, yes, but if you asked him how many shadowrunners he works with, he'd tell you the number of people who self-identify as shadowrunners. he probably wouldn't include in that number his ganger contacts, his merc contacts, his OC contacts, and so on, even if he frequently hires those non-runner contacts for the same types of jobs that he hires shadowrunners for.
FrankTrollman
That is not consistent with what the RAD tells its actual Johnsons (according to the SR Companion).
QUOTE (SR Companion)
What Should I Expect
Regarding the initial meeting with your designated SRs, the RAD strongly recommends following certain procedures. Most clients will deal with short-term SRs, who are not known for treating potential employers with respect. To compensate for this tratment, the RAD offers the following guidelines for business success:

TREAT THE SRS AS HOSTILE. Even if they appear wholesome (a statistically improbable occurrence), assume that they are willing to kill you for any trivial reason should the opportunity present itself. These people are hardened criminals who commit heinous crimes for nuyen. They are mercenaries, living merely for the next payment, and they will try to squeeze you for all they can get. Remember that every nuyen you pay them is one less nuyen for Fuchi America. They are tools, no more: your job is to get as much work out of them as possible while compensating them as little as possible.
---
Statistically, 98 percent of all short-term SRs have satisfactorily completed their assignments for our clients.


Got that? The RAD considers the Pink Mohawk crowd to be "shadowrunners" and they hire lots of them. Enough to have a difference between 98% and 95% for example.

----

In unrelated news, I've been thinking on how you'd get grinding and world accomplishment to go hand in hand. And I think a start would be to have regular Johnson Rivalries. That is, various available NPC contacts would go into competition each month, and if more people succeed at their missions than the competition, they move up in the world and the other guy weakens or is killed.

When you start up as a Barrens Born lout, your free contacts are chosen from the people who are currently bottom feeders. But if you do well, your contacts will move up in the world and you can get better missions. This means that when you grind away completing courier run after cockatrice hunt, the landscape of criminal bigwigs changes in a noticeable way. The woman sitting behind the desk in Seolpa Ring HQ is actually different based on player character actions. And since backing the right people is what gets you the juicier jobs, that makes the people who are Karma Grinding and the people who want to have impact on the same page.

-Frank
Kagetenshi
Um, there's a big difference between the "pink mohawk crowd" (who are, IIRC, well-represented amongst the professionals—I'll have to go back through my novels, but I distinctly remember several of the higher-powered teams being described with "distinctive fashion sense") and the kinds of private investigators, gangers, etc. that we're discussing the inclusion or noninclusion of.

~J
mfb
QUOTE (FrankTrollman)
Got that? The RAD considers the Pink Mohawk crowd to be "shadowrunners" and they hire lots of them. Enough to have a difference between 98% and 95% for example.

what Kage said. differentiating between the pink mohawk crowd and the quiet pros is not what's being discussed. what's being discussed is differentiating between shadowrunners and private detectives.
Ravor
Sure, but neither of you actually addressed FrankTrollman's point, in order for the 98% quote that he brought up to make any sense at all the corps have to be looking at a much larger sample size then "less then a hundred" so In-Character the person who wrote that article does use the broader use of Shadowrunner that FrankTrollman is defending.
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