QUOTE (Cain @ Jan 13 2009, 09:36 PM)
Explosive rounds are not minigrenades. They don't go Boom when you shoot things. According to the old fluff, it was more an impressive fragmentation when they hit. There's no reason why they can't be silenced, since they don't make a Boom when they hit.
Hmm... I struggle with any interpretation whereby they don't contain some kind of explosive, what with the whole "blowing up your gun on a bad glitch" thing. I'll grant that regular ammo can blow up a gun on a bad day (IRL), so yes, it's possible that explosive rounds are actually quite quiet. That makes them more useful, but, to return to the thrust of my argument (not actually disagreeing specifically, just restructuring my argument around the remaining precepts), they are still expensive, risky (if marginally), and like any high lethality ammunition they tend to leave a trail of bodies a mile wide. They have their place, partly because when you do need to kill people it's harder to take ballistics off fragmented bullets, but it shouldn't be a question of comparing stats so much as comparing uses.
QUOTE (Malachi @ Jan 13 2009, 09:36 PM)
Burn those sentences into your heads GM's. Don't let your players tear everything up and head home without anything ever happening. If they get sloppy, make it come back to bite them. The unfortunate thing is that some (possibly a lot) and many (if not all) players in Shadowrun don't really pay attention to something unless it has a stat block of some kind.
I've got an idea. I just read a post where Synner mentioned (somewhat off hand) that he wished people here on DS would create more "resources" to be shared with others. So, let's create a resource to help GM's determine the level of "strike back" that PC's will incur on themselves after a run. We could create a table of modifiers based on what the PC's did during the run (destroyed property, killed X guards, faces caught on camera, left evidence at the scene), which would modify some dice pool (rating) of how likely this particular corp is to strike back (call it a Reciprocity rating or something). Then the GM call roll the modified DP and the hits would determine what response (if any) the corp sent after the runners. What do you think Doc?
Well, thank you kindly for the QFT.
As to your strike back table idea... I like what you're trying to do, but it's... Hmm. It's not something I would ever use. That doesn't mean I don't think it's a bad idea in the slightest, because it's obviously intended as a useful guideline to GM's who prefer a more by-the-numbers approach. I know not every GM is as comfortable winging it as I am, and I know that I wasn't always this comfortable just "eyeballing" these things.
My other problem is that I'm not entirely sure "reciprocity" is something that should be set in stone, per se. Not that a mechanical approach can't handle GM tweaking; some sort of table rating would working. Essentially the stuff the players do would add to the dicepool, whilst the threshold that needs to be hit for the target to call in a revenge strike would depend on how the GM likes their game, so we have a seperate little table where the GM "dials up" or "dials down" the tendancy for corps to 'come-a-knockin' in their version of the SR universe.
Thing is, you'd also need to adjust the dice-pool for who is doing the payback. Interestingly, the smaller the group is, the more likely they are to retaliate, because they can't absorb the loss as easily, and they're less likely to be hiring on assets themselves, so it's preferable to protect themselves by dishing out veangance liberally. You take a run against Winternight, you bet your ass they'll come for you. Probably with their brain-altering BTL chips to make you into one of them. That or the fish-hooks.
My point is, you go ahead and try out your idea; I'll see about throwing together some stuff of my own to go with it. After all, part of the point of players throwing resources out there is that people pick and choose the stuff that works for them.
All in all, my approach would, rather than doing a table, be to throw together a kind of GM's Guide to Payback, giving you helpful guidelines for what sort of stuff can merit fall-out, how, and why. The end goal here would not be to lay down laws about how these things work, but rather to bring a GM to the point where they can assemble a set of notes for each of the major players in their game-world, including "Triggers"; things that will likely goad the group into some sort of retaliation.
Huh. Actually, we can go better than that; Let's expand this to a document that goes through the whole process of "statting" organisations in your game, not as sets of numbers, but as a broken down list of resources, goals, wants, needs, limits, and triggers.
Resources is easy, and you could even apply a set of Connections ratings to it. So a group might have 3 in Magic, and 2 in Weaponry, indicating the Connections rating the group uses when trying to acquire those things, or bring them to bare (fail the role, and all your mages are assigned to other jobs right now).
Goals is just a list of the things that the group is actively trying to achieve; Winternight would have "Bring about the freaking apocalypse" here.
Then we get into Wants, Needs, Limits and Triggers. Wants and Needs are just a list of things that the group wants and needs. The distinction here is that "Need" means that, deprived of it, the group will cease to function. "Want" is basically stuff that aids the group in achieving it's Goal. Corps obviously Need money and loyal employees; they can't function without them. They Want reliable shadow assets, but if it comes down to want vs need, they'll abandon the loyalty of runners over the loyalty of their own employees. They also want good PR, because that helps you get money and loyal employees, but again they can sacrifice it if they have to.
Limits is a cool thing to do with any entity in your game world; ask yourself what lines they will not cross (unless the circumstances are truly exceptional). "Risk own survival" is going to be a limit for any group that doesn't have a death-wish, or a higher goal. Hence why Megas tend to avoid stuff that earns them an Omega Order, as that's a pretty big threat to "own survival". What makes groups like Winternight so scary is that they basically have no limits, and very few needs; they don't have the resources of the AAAs, but they have that Joker like aspect where their power comes from what they are willing to do to you if you ever cross them, and how little they can survive on if pushed to it. Most runners will happily take on Ares if the pay is good, but will think twice about going up against the Nordic Ragnarok worshipping nutjobs.
Triggers is the stuff that will set the group off in some way. Each trigger needs to have an attached response. So Triads will have "Dishonourable Behaviour" as a Trigger, with the response of "Seek redress".
None of this is stuff that's set in stone. It's just a way of organising your game notes that whenever a situation you didn't expect comes up involving some group in your game world (or a major NPC; it works just as well for individuals), you can just skim through these notes, and figure out the best response to the situation.
If I expand on or clarify this, I'll do so in a separate thread, so as to avoid further thread hijacking.