QUOTE (Machiavelli @ Jul 22 2009, 08:14 AM)

Since a few weeks, i have the honor of GMing again. Because it is a long time ago since the last time i did it, i see that mistakes are going to happen and due to the fact that i exclusively play magical characters, i refused to read the other books (augmentation, matrix-stuff etc.) up to now. So, in my last run (the one with the ghouls, some might remember) i did a little "handwaving" to speeden up NPC-actions like hacking etc. For me, it is only for the fluff. If i want the hacker to succeed, i let him, if i want to make it interesting, i roll some dice and tell them that the hacker begins to sweat. That´s the way i play, because i want to concentrate on the PC´s and the story. I also "donated" the runners with a quite good street-doc-contact that provided access to alpha-grade bioware (i told them in front, that they roam around for 2 months, just looking for the ware and the contact that puts the stuff in) but they complained, that it was too easy to get the upgrades. Like i explained, getting ware is just a thing of rolling dice (if you don´t want to play it out), so why putting so much focus on it? At some time, the runners already get what they want. But i admit, that i am sometimes very professionally blinkered...so please help me with your advice. How would you think about this? Do you handle it the same way? Or different?
I think one of your problems is that just because you consider something trivial (getting better cyberware) you assume the PCs are the same. You need to sit down and talk with your players, find out what goals they want to accomplish, and what things they don't care about. I've known characters that considered it a big deal, and a milestone for their character, to get access to alphaware. Sort of "You're a Shadowrunner, now" type thing.
The other thing is, handwaving can be useful, but not if the players know that's what's going on. It's a better idea to actually roll some dice, and use the result to generate something. You don't have to use the complete rules for hacking, but do a test, and then give the PCs a portion of the information based on the result. Sometimes it comes out a better game if the PCs are going in with less / more information than you originally planned.