QUOTE (galenbd @ Sep 12 2011, 06:00 AM)
When Mrs. Johnson steps forward and reveals herself as not Mrs. Johnson, alarm bells go off in Jamie's head.
Read closer. It is not Mrs. Johnson revealing herself to not be Mrs. Johnson. It is someone completely different, which you all had only assumed was Mrs. Johnson. They were standing far back in the shadows, but Kliko and Bubba both can see in the dark.
QUOTE (Bastard @ Sep 11 2011, 08:34 AM)
A second figure emerges from the shadows, one which the runners had assumed was Mrs. Johnson, but now they see it is a tall slender man, dressed in all white, from head to toe. His suit almost emits it's own light, in this dingy warehouse. As he approaches Mr. Johnson's side, Morningstar begins to stir.
QUOTE (galenbd @ Sep 12 2011, 06:00 AM)
"K, are we double-crossed?"
That is the standard twist. However, as a gm, I hate that twist because it isnt a twist when it is written in every damn book. Therefor I eliminate it from every written book, and it is never in my home brews. What do Johnson's gain by screwing over their runners? They have a rep, too. I mean, they contacted your fixer right? When the runners end up getting screwed, or never report back, you don't think the fixer is going to burn this Johnson.
So you will rarely get screwed over by a Johnson in the standard FASA/Wizkid "twist" because they are illogical, and not a twist to start with. You may get screwed over in some random twist of fate, but not the standard Johnson double cross.
QUOTE (Bastard @ Nov 1 2010, 01:23 PM)
16:03:10 Thursday, 30 March 2062 - Mitchell Canyon Park, Mt. Diablo, Clayton
"A bad Johnson, makes a bad fixer. Of course you're covered."
EDIT
Also add this quote to my NPCing of Johnsons
QUOTE (Bastard @ Jan 24 2011, 10:07 AM)
I didn't do anything but add in some subtle clues and let the team decide where to go. I think that this leaves the Sixth World wide open to your exploration, rather than following the path drawn out by the actual run, giving you more freedom. I do not have a certain way you have to complete the mission.
As a matter of fact, I usually take a mission from a book cut out all the double crosses and designed paths, and using the base storyline, some of the characters, and some of the maps. I do not design a way for you to get in and out of a run. I set up defenses for all the ways I can think of getting in and out, so long as they do not go outside of the IC boundaries. (So if your mission was to steal a Slurpee from a Stuffer Shack, there would not be a security mage and armed guards in hiding. All you would need to do is distract the clerk or whatever you decide, and make the steal.)
QUOTE (Bastard @ Jan 24 2011, 10:23 AM)
I also must reiterate: I will not have all my Johnson's double cross you for no reason.
99% of the time they will follow what Mrs. Johnson said: "Faulting on a deal would not only destroy [my reputation], but also his. You cannot stay in this business without a solid rep, on both sides of this table."
It is well and good that your players are a bit paranoid, but the above is how I believe the world of Shadowrun to really work. Not like the printed adventure books, where it is 99% of the time that the plot twist is the Mr. Johnson double cross. Which I don't understand how that is a twist, when everyone is expecting it.
If a Mr. Johnson disposed of his runners or screwed them over, don't you think that would harm the fixer's rep? So then don't you think he would send a team after the Mr. Johnson?