QUOTE (Eleint @ Apr 16 2009, 03:07 AM)

My issue with this stuff is simple: anytime the GM makes house rules to 'force' the players to RP the way he wants, something is going to go wrong. The game is as much the players' as the GM's, and this sort of thing smacks of power structures I seriously don't like.
I think speaking to players OOCly first is a lot better than using house rules to force players to RP a certain way.
Well, the system is certainly not a "force;" technically it is incentivizing. Secondly, this was not a measure to limit role-playing, but rather a measure to cause role-playing to be a two "L" word to at least a minimalist extent.
So you know, If you care to read, you can look through this, which was what I issued prior to the campaign. We were building characters in a decentralized manner, so this was meant to answer most questions and set a general tone.
Campaign DossierInitial Remarks I want to run an actual Shadowrun campaign, not just one or two adventures and call it quits. What this is going to require is me providing a plot, and the rest of the crew providing some minimal level of role playing coupled with characters that aren’t one trick ponies.
The reasoning for this is that we have already proven how to take the game system and break it to a level that makes any adventure moot. Pay and karma haven’t meant anything due to the short nature of our games, and that takes a pretty large chunk out of the system. Gear over 12 availability has not come into play due to the one shot nature of things. Contacts haven’t played the roles that they are supposed to either.
The main thing is this: If I’m going to bother spending time making a campaign, I want to enjoy running it enough to justify the work I put into it. If everyone decides to be dicks, someone else can run it.
Making Characters400 BP, CHAx2 free BP for contacts,
Other than that, there are no explicit build restrictions. The bottom line outside of that is there is it needs to not be a one trick pony, which means that I will approve or deny characters as I see fit. Some of the runs will require a significant skill set, so diversification is important. Contacts are essential with how I envision the campaign working, so it is highly encourage that you spend points on them. Not every character needs to be a combat hoss; 20-30 points in combat related skills should be adequate for tertiary combat characters.
Also, your characters must have enough social skills/charisma to be able to function like a normal person. That means a minimum dice pool of 4 in at least 1 social skill not including a specialization. The asshat douchefag archetype that our group has been fond of will not fly; i.e. I will not approve that character.
Gear RestrictionsThere have been a few problems with item restriction in the campaigns we have had thus far, and it pretty much boils down to the concepts of availability. Availability is simply a measure of how easy an item is to obtain, the lower the easier to get, nothing more. Restricted and forbidden gear seems to have an even greater misconception of concept. The rating “Restricted� means that in the jurisdiction of the UCAS, Seattle, it is legal to own that piece of gear if you are a citizen and have a license for it. Forbidden means that it is illegal to own it in the UCAS, Seattle area under any circumstances, and it is quite likely that this is the case in other areas. Be mindful that this means that it is just as hard to find an availability 4 piece of gear as it is to find a 4R or 4F piece; it just means that the channels are required to be more under the table for restricted and forbidden gear than for legal merchandise.
I also feel that a flat rating 12 availability rating is a little bit questionable. It doesn’t quite make sense to me that a street living hobo has the same access to the wide world of technology as someone who is living the luxury lifestyle. In addition to this, the character who shells out 100,000 Nuyen, or 20BP, for starting wealth should have something more to show for it than a difference in starting wealth. That said, the BP Cost between middle and high is 1 and 2, or 5,000 and 10,000 Nuyen respectively, which means to me that there should not be nearly as much of a mechanical bonus. Low lifestyle seems like it should be the standard for quite a few of the people living in the shadows, so it follows that it should not be a significant penalty versus middle and high, especially considering its relative price similarity. In addition to this, lifestyle is expected to cover the cost of things such as regular vehicle maintenance, refueling, etc., and thus the ownership and maintenance of complex and expensive items is not within the scope of some of the lower lifestyles,
As such, the rules will be as follow:
Street: Availability 4, No vehicles, No gear over 5,000 Nuyen
Squatter: Availability 8, No gear over 10,000 Nuyen
Low: Availability 10, No gear over 45,000 Nuyen
Middle: Availability 12, No gear price restrictions
High: Availability 14, No gear price restrictions.
Luxury: Availability 16, No gear price restrictions.
Armor rules will NOT follow the one suit rule. I think that it’s a stupid rule, and as such will not allow it. In its stead, the standard Body x 2 rule will apply, excepting special armor rules (like form fitting or MilSpec).
No weapon modifications outside of the core rule book will be allowed at character creation, but they will be allowed after play begins. This requires the appropriate level of tools, the standard availability checks for the parts, and either a contact that will perform the modifications, or the player must do them. Due to the time consuming nature of these tasks, time will be tracked to a certain extent. This means that a character with the day job, made man, etc. drawback will have less time for modification and the like.
Starting OutOne thing that has made no sense to me at all is the ludicrous difficulty of some of the runs that have been played with starting characters. It just doesn’t make any sense that any fixer worth a damn would send green runners on a mission suited for prime runners. So, some of the initial missions will be easy. The hard part on most runs is avoiding a big data trail that leads back to you while avoiding that “lucky shot� that kills a character.
As far as pay goes, sometimes it will be money, but other times it could be gear (or even prototypes) or new contacts. Street Cred, Notoriety and Karma will factor into payment.
Healing, Cyberware and BiowareIt’s fairly straightforward here; the additional rules from the Augmentation book will be followed at my discretion. What this means for you is that healing is not automatic, and is often expensive. Doc Wagon contracts are a great idea.
Augmentations will cause damage when they are implanted to represent the trauma that the surgery causes as well as the necessary recovery times. Removing an augmentation that caused essence loss does not return the lost essence; however, the difference between the essence cost of current implantations and the character’s current essence functions as a credit towards future augmentation of the same type. This means that the essence gap from the removal of a cyberware implant cannot be filled by a bioware implant. If for some reason need that essence back, there is a process/medical procedure for that described in Augmentation.
Role PlayingYeah, we don’t really do that too much. About all I’m going to ask for in terms of character creation is two to four sentences describing the character’s background. These should describe what the character used to do, and should reflect his qualities, contacts, skills etc. It doesn’t need to be deep at all, just what he used to do, what he’s doing now, and why he’s a runner. As far as contacts go, they all have to have names, and you will refer to them by their name and contact type when bringing them up (Hey, I’m going to call Joe, my plumber contact), and by name when communicating with them. The characters also should have names, and you should avoid the first person when describing the character’s actions. If you’re having trouble with names, use a damn random name generator.
If you have your character say something that is utterly retarded in a situation, as per the rules, you get a charisma + etiquette test (rating based on level of severity, normally 2) to avoid actually saying that and getting everyone killed, but I do reserve the right to disallow this test in the face of blatant, flagrant bullshit.
Oh, and on the plus, if you role play better than the other characters, it’s worth extra karma. The same is the case for in character, non anachronistic jokes that are actually funny.
And not everyone is allowed to play sociopathic douchebags, and that goes double for anyone with a high charisma score.