QUOTE (Cain @ Nov 20 2008, 11:56 PM)
I ban the Day Job Flaw. I cannot stand it, never could stand it, and aren't about to try and stand it. I can't tell if it's an edge or a flaw. It gives you money, and it really doesn't penalize the character all that much. I will freely admit that I ban it because I personally cannot cope with it, and not for some contrived in-game reason.
First of all, Day Job costs time (and a clearly defined amount of time at that).
For any downtime-heavy concept (hackers who code on their own, mages who craft their own binding materials, gunsmiths, vehicle-modding riggers, faces with scores of contacts, sams who regularly undergo implant treatments and genetic modifications, technomancers who want to improve bonded sprites and go on Resonance quests and so on), this flaw is a serious drawback.
Furthermore, it includes responsibilities that may very often collide with a runner's live ("i can't get shot, i have to go to work in 3 hours").
If you check out beforehand what kind of job the character has, determine office hours together with the player and think about at what time of day the team goes on runs (which also includes lenghty stuff like legwork, data searches, observation of target locations, intercontinental travel and so on), it should be no problem to incorporate that into your game and could add a lot to the PC's life outside of shadowrunning.
Oh, and they have to pay off the flaw with karma if (or probably rather : when) they get unemployed.
QUOTE (MaxMahem @ Nov 23 2008, 09:28 AM)
Hmm... mostly unrelated, but I have been playing around with capping the total points spent on any single contact to a players Charisma score. Thus a character with a 3 charisma could only have a contact who's total loyalty plus connections was equal to 3. I might increase this to Charisma +2.
I justify this because shadowrunners are (in general) anti-social, villainous thugs, who commit crimes for money. Thus even a shadowrunner of average charisma does not tend to have terribly close connections with anyone. It takes a runner of above average charisma to develop a connection with an important (well connected/powerful) person. Or to develop a terribly close connection with anyone. Uncharismatic runners are lucky to have any contacts at all!
The main reason for this is to prevent some absurd situations that might develop with rating 6/6 contacts. If a Mafia Don is willing to take a bullet for you, why are you running the shadows again? It also helps to make charisma more important to some of my players who might otherwise dump it.
First of all, i'll never understand why so many players seem to take CHA as a dumpstat.
From a viewpoint mainly concerned with optimizing (which is most of the time what matters when we talk about dumpstats), it is just retarded to run around with CHA1.
SR is, like practically all games in modern societies, heavily concerned with social networks.
When you're a runner, it's all about who you know.
Runners cannot exist without a network of contacts.
They need gear, ware, someone where they can fence their loot, somebody to patch them up when they get shot or to implant the new ware they have acquired, sources for inside information, a good lawyer to get them out of jail when they have really messed up, somebody who takes care of their vehicles, fixers and Johnsons, additional muscle they can hire for tailchasers or people who can provide other forms of distraction, inside knowledge in law enforcement, organized crime and the big corps- the shadow community is a vast and diverse network.
And you'll not only need competent contacts, you'll also need reliable contacts.
A good shadowrunner is a well-connected runner.
I'm afraid that your suggestion may be about to shoot that approach in the knee and then it would be writhing on the floor in pain and terror and there'd be blood getting all over my carpet and it'd all be a terrible mess.
Plus, i cannot understand the "anti-social, villainous thug" part of your statement.
What about faces, or CHA-based caster traditions or TM streams?
Or former company men, ex-bodyguards, gang bosses...
Not even mentioning the soon-to-come-back-in-style concepts of musicians, reporters and other media types as characters in SR campaigns.
Not all runners will be disfigured losers who never get laid and whose most important form of social interaction is pointing a gun at things.
In fact, almost no one in any of my groups would fall into that category, even the troll sam has some manners (no surprise, he's a former bodyguard).
The few characters who really are antisocial are played (and statted) this way on purpose, because it is, very clearly, an integral part of the player's character concept.