QUOTE (masterofm @ Oct 3 2008, 11:13 AM)

Punishing or not punishing your players is a GM decision, and saying that players can get away with anything and not be punished is a very pink mohawk approach. This is not a bad thing, but it is a different style of play. Now trying to argue people who are playing the game more black trench coat that punishing players is the dumbest thing every is just plain foolish. Just like someone saying that pink mohawk is stupid. Different interpretations only lead to arguments that go nowhere.
You seem to be mistaking 'punishment' with 'consequences.' As a result, you have your terms backwards; Black Trench Coat encourages consequences, while discouraging punishment. People get away with murder in real life, if you want a realistic Black Trench Coat style game, then PC's should never be punished - they should only have to deal with the repercussions of their actions.
QUOTE (masterofm @ Oct 3 2008, 11:13 AM)

I for one would knock one point of loyalty off of every single one of their contacts for the person who shot the Johnson in the head...
But we don't know if any of his contacts even
know he shot the guy. Sure, if they find out they should lose loyalty (possibly more than one point of it too), but if they
honestly don't know, why are they suddenly less friendly?
QUOTE (masterofm @ Oct 3 2008, 11:13 AM)

The reason why I would punish the players is because they had a job to do... You snuff a Johnson that you have been doing a lot of biz with over something that the local police could have handled... well that just asks for punishing the players in my GM handbook. They are only getting punished for not thinking the situation through. I as a player have been punished for my actions, and when I GM I punish people for making the wrong move... Should the players not be punished by ingame consequences? That is always a GMs call, and my call would be yes punish people who didn't really think things out.
Again, you seem to have what I'm trying to say backwards. I'm using 'punished' to mean the GM applying abstracted metagame penalties for doing the 'wrong' thing. Having the cops catch up to the runners after they do some sloppy wetwork isn't punishing them, it's just being realistic about it. The only thing the
real world 'punishes' you for is stupidity - we call this form of punishment 'consequences.'
QUOTE (MaxMahem @ Oct 3 2008, 12:36 PM)

And I disagree with this. I think its misleading to set a PC up in a situation where he has an obvious moral dilemma, and an obvious choice to make, and then punish him when he isn't creative enough to come up with an option C that gets out of it. To me its rather like if I give you a set of choices A or B, and then when you choose one of them I punch you and say 'Fool! You should have chose option C!.' In most moral dilemmas like this the PCs have a decision, a dilemma, present to them by the GM. He should not punish them for choosing one of the choices. Worse then railroading, its railroading where the PCs can't even see the tracks!
As I said before, clever play should always be encouraged. Finding a way out of bad situation can be lots of fun for a player. BUT if the player can't see a third way out, he shouldn't be unduly punished for taking one of the choices you laid out for him.
And I, in my turn, disagree with your take on things. =)
Sometimes life sucks, and this seems to be a fairly central theme to SR. If you hand the players a choice, you don't have to make sure there's a 'right' way out - it's perfectly fine for all the coices to be wrong ones. You shouldn't do this too
often, or they players will get disillusioned, but sometimes you just have to try to choose the lesser of two weevils.
If the players get creative and see a third solution that you didn't, good for them! The consequences of such creative problem-solving are generally positive ones (and there is a specific karma award for creative problem solving, I believe).
If they don't see a mystical third way out, though, well tough luck.
QUOTE (MaxMahem @ Oct 3 2008, 12:36 PM)

However, I may agree with this. Without knowing the specifics of the situation its hard to judge, but it may be that killing the contact was way out of line for the acts he has committed. In such a case some additional harshness might appropriate. On the other hand, I do feel like killing the father WAS a logical solution to the dilemma presented (if a somewhat thuggish one), so there fates might be tempered by this some what.
---
I think it's important to note that when I say 'punishment' I do not necessarily mean in game reactions to a players actions. One of the most powerful tools a GM has in his disposal is karma distribution. You should distribute more when players do actions you approve of and do actions you approve of in the game, and less when they do not. Be explicit about it. Let the PCs know that turning the girl back over to their abusive father cost them some karma, or that saving her from that abuse was worth a bonus.
I vehemently disagree with this kind of handling. As I stated before, the universe does not pass moral judgement, and neither does karma. You get karma for surviving, applying creative solutions, moving the plot forward, excellent roleplaying and occasionally being in the right place at the right time. Note how none of that has anything to do with wether the GM thinks the players are doing the 'right thing.' Now, if you, as a GM, want to run it that way, and you explain that to the players and they're OK with that too, that's fine, just bear in mind that that's
not how the core rules were set up to operate.
The only 'moral' judgement the core rules imposes comes in the form of street cred / notoriety, which has nothing to do with the PC's 'alignment' and everything to do with how the world percieves them. PC's that were framed for someone else's organlegging will gain notoriety just the same as if they'd actually done it, unless they can come up with some conclusive proof to the contrary. PC's that actually
are organlegging, but manage to frame rival runners for it when their operation gets busted will remain notoriety-free, unless soemone manages to successfully pin it on them.
Shadowrun is intended to be a game with a 'realistic' morality, where there are no inherent consequences for being an arsehole - there are only consequences if you let everyone
know you're an arsehole.
QUOTE (MaxMahem @ Oct 3 2008, 12:36 PM)

I also think that a lot of responses to this thread indicate that there are a number of different responses you could take depending upon the style of your game. In some games violence might be desensitized to the point that it might be appropriate for the PCs could put a round in a contacts head and laugh about it with some of the other contacts over drinks later that night. Since there is no one 'right style' of play, you should probably turn your question around back on yourself. Given your style of game you want to have, how do YOU think it is best to respond? We all have our various styles of gaming that we like, but only you know what is best for you and your group.
Different game styles is a valid point, and one that SR encourages, but those game styles should arise out of the player's
play styles, not be arbitrarily imposed by the GM's own moral code. If the players are doing things that make you, as the GM, uncomfortable, then you should talk to the players about toning it down for the sake of your stomach / sanity, rather than forcing their characters to conform to your personal ideals via metagame penalties (karma).
The
default SR setting (which you may freely tailor to your group's tastes) is one in which the motto is 'anything goes, but don't get caught.'