QUOTE (Black Flame Zealot @ Jul 9 2009, 11:45 PM)

Don't get me wrong - I have zero problems with allowing the GM and/or players the ability to be flexible with the system. However, it just seems a bit difficult for players/GMs new to Shadowrun Missions (not necessarily new to SR) to parse out the differences between table ratings without some sort of guidance. Even something like the guidance BishopMcQ just provided would be really helpful in the FAQ or mission boilerplates.
Just wanted to voice this concern so that some of the SRM folks like BishopMcQ might get wind of it and consider updating the FAQ as well as future missions.
Well, if you read through the mission ahead of time as a GM, you'll see that generally, the TR is a multiplier. The Payout is X*TR. For every 2 table ratinsg above X, add 2 more security guards. Threshold to beat a test is TR. Etc.
So that should give the GM an idea going in how exactly the Table Rating should effect the game. And basically, you simply explain that to the players before you let them choose. There's also a guildeline for Table Ratings in Mission 00, I believe, which is really designed as a primer for the Season 3 missions.
However, I agree, this should probably be in the FAQ as well. The same way that the ID Pass color codes should be in the Manhattan Sourcebook as well as the FAQ (And should also likely be in Mission 00 too). Disseminate the info as much as possible, folks, make it easy for GMs to find stuff!
QUOTE (Black Flame Zealot @ Jul 9 2009, 11:54 PM)

The other question I have is this - Why can't the GM modify the TR during the mission on the fly for a better play experience?
For example, the group is having a real difficult time with a TR5 mission, and they're clearly not having a lot of fun. Why shouldn't the GM drop the TR a bit, and just give them the awards for the lower TR at the conclusion of the mission?
Of course, the reverse is also true - a group that's getting bored because they're owning a mission probably could use a little bump in the TR to make it challenging again. They'd receive the awards for the lower TR they began the mission with, but at least they'd have more fun being challenged.
Well, keep in mind that Missions games are designed to be "Official play" games. If, as a GM, you're simply running this for your home group, you can easily do whatever you want. But for Missions games, the guidelines are there so that, as much as possible, all the games are on an "even keel". You want the players to have fun, but you also want to challenge them. Missions are somewhat of a competitive environment, really. You don't want your players choosing a high table rating, hoping they can score some extra cash and karma, but knowing if it's too tough you'll tone things down for them.
Likewise, Table Rating sets the initial run rewards, so if the players choose low, they're going to be rewarded accordingly. Jacking the table rating up means they have a tougher game ahead of them, but unless you "retcon" the initial meet to adjust the price, it's not fair to the players.
Like I said, ideally, the rules are in place for more competitive groups and for things like special events and convention play. If you're just using Missions to demo for new players, or you're running them for your home table, then you're free to do what you like.
Bull