
I had one of my players sit there stunned as his new PC Face Man went investigating after a guy the Yaks wanted the head of (and JUST the head mind you, but that had to be in good condition) for reasons unrevealed and trailed him in to the Rat's Nest. When I started describing the conditions these people lived in, his words were something along the lines of "oh my god...my wheezy old trailer in Ponderosa Estates is the Taj Mahal compared to this."
I stressed how out of place he felt...how alien, with his good clothes on and many a thousand of Nuyen worth of gear on or in his armored long coat's pockets and a pistol probably worth more than any of the "structures" in sight a dozen times over. I stressed the stale rot smell, the even stronger scent of despair; but also how these people acted. They weren't fawning on him. A few turned their hands up in a taciturn and desultory manner, one of the younger women tried to turn on a trick with him, but many acted with a sort of dignified hopelessness and as he was wandering around asking people about the target of the run one of the most ragged offered him a dirty, half cracked cup with coffee in it, obviously a BIG sacrifice for the old man who did it...and to preserve the old mans dignity, because the act touched him, the Player, his character drank it and thanked him for his hospitality.
There had been no prompting on my part. And it turned something about the whole game for him.
My Player in that situation, Peter, had seemed down a bit about the decrease in power between this new game and the Shadowrun/D20Modern back to Shadowrun game. His character there was an elite. Wealthy, with a few million Nuyen worth of cyberware and bioware in him, he lived a High life style in London and a Middle lifestyle in Seattle, had occasionally lived at something that was basically a Luxury lifestyle for a bit and had never had to see the Rat's Nest or anything quite like it. He'd been sheltered and his money and power had meant that he had never really seen, never tasted desperate.
The Player, after the encounter was over got really quiet for a moment and said to me "Remind me when we play Eric next to do something about that place. God that was awful!" Right away he realized the futility of that statement, as one character, without regard to their wealth would never be able to do anything about the Rat's Nest. It would take far more than money alone and he realized this quickly. You could see the realization of it in his eyes. It shook him though.
And from there it was on to the Plastic Jungles.
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Back in the day, I ran this game for years back in the 90's, we did allot of Street Level gaming. The characters were often squatters in the beginning and my Players (an incredible group, four of whom were FANTASTIC role players) used that angle to make for some really memorable games.
Shadowrun in the Seattle setting especially is a morbid, horrible place. The game can be so rich, so full and so improved (IMO) by simply remembering this and stressing it from time to time in it's proper place. Yep, there are tech toys galore. Yep, a successful Runner CAN sometimes live like a Rock Star. But this IS a cyberpunk nightmare game too. And it gets forgotten so often.
So, do YOU do Grim and Gritty? If so, what techniques do you use? How do you manage to make the Players feel the setting? Let's share and compare and get inspired.

Isshia