QUOTE (MaxMahem @ Nov 23 2008, 08:39 PM)

I'm always flexible if someone has a convincing reason as to why there character might have a contact with such high levels of loyalty. But in my experience such explanations have been few and rather flimsy. I can buy shadowrunners having close relationships with relatively unimportant people. Or being merely associated with important people. But not both at the same time. Having my base rule in place does effectively the same thing you suggest, but the other way around. Instead of such contacts being explicitly allowed unless I ban it, such contacts are explicitly banned unless I allow it.
I'm going to point out that there are plenty of canon shadowrunners with some damn high level contacts at high loyalty ratings. Take Hitomi Shiawase, for example. The Emperor of Japan is a Connections 6 contact, at least, and and being married to him I assume rates high loyality, at least a 4. I don't think she does any actual shadowrunning anymore - being Empress of Japan is as good a reason to retire from the business as any - but her old ganger buddies probably have someone they can turn to if they ever need any information about Japan.
And lets not forget Ryan Mercury, Dunkie's pet Drake and the Vice President's lover.
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And powerful contacts can be very powerful assets indeed. The 5/6 KE commander you mentioned might well be able to whistle of a Firewatch Strike Team on the characters behalf. A Mafia Don has vast assets, connections, and personal, that he (if high enough loyalty) might be willing to exercise for the player for little or no cost. We accept the concept of limiting access to powerful items though availability restrictions, why recoil from the thought of putting similar restrictions on contacts, which can be much more powerful tools than any gun a character might buy.
That's unlikely to be true. Even a powerful contact can't just squander his organization's resources. If the KE commander sends a team out into the field, he has to file a great deal of paperwork and have a very good reason. Likewise, the Mafia Don's men are going to start looking at him funny if he's just giving all the good stuff away, and your men looking at you funny is the first step on a path that leads an excellent view of the bottom of a river.
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I like the current contact rating system, where in I rate a rating 1 loyalty contact as willing to do business with you and not likely to betray you with out a pretty compelling reason (it would appear Frank opinion of loyalty 1 contacts differs). However, I think making rating 0 connection/loyalty connections open to my players is a good idea. Though as a player myself I would question the utility of such contacts, some of my players might see there viability differently.
I've been watching Vengeance Unlimited (downloaded bootlegs because it isn't available anywhere else) and one thing that I have been considering is allowing characters to start with owed favors in additions to contacts. These would basically be disposable contacts with no loyalty or connection rating. They're only used once and they can't be used for the standard stuff that you use contacts for. Instead, their primary purpose is to facilitate unorthodox or impromptu plans. Lets say a bank manager owes you a favor and you want to make it look like your target is embezzling from his company, you can have the manager cook the books at the bank to create a data trail that implicates your target. But once that's done the manager is removed from your contact list. I'm thinking that 2 BP is sufficient cost for such disposable contacts.
QUOTE (ornot @ Nov 23 2008, 07:50 AM)

I didn't even bother visiting the link. I've seen this kind of clip many times already, and decided to save my bandwidth.
The fact is you're entirely missing the point. Cycle rates in SR are already massively capped to save on book keeping. Comparing them with real world firing rates is just silly. A vanilla human can't empty even a light revolver in 1 turn in SR. By RAW, a human with one natural IP can spend an edge for an additional IP, and fire a Colt Asp* four times, which doesn't even get close to real life.
I appreciate that in RL guns trump swords in all but the most unusual circumstances, but this is a game and I got sick of having gun bunnies render melee specialists (and even the whole melee skill group) useless. I have just taken the RAW limitation a step further to say that having IP boosts doesn't magically make your gun capable of firing faster. So a gun will only fire a number of rounds over the whole combat turn that it can fire in 1 IP (and ignoring the number of bullets used by suppressive fire). If you want to throw a lot of lead, get a fully automatic. You can then make a lot more shots before running into the cap, and since the firing actions will be spread out over the whole combat turn, you avoid most of the recoil penalties.
Actually, I'm pretty sure that the ranged combat rules factor in the time it takes for the character to actually point the weapon and uses that as its main limiting factor. Thus, reflex enhancement allows you to point the weapon at the thing you want to shoot more quickly.