QUOTE (SaintHax @ Aug 31 2009, 03:01 PM)
There are rules for improving contacts: GM improves them due to story and roleplaying. Doesn't anyone remember the days were the rules were a rough guidelines, and erratas weren't needed (and exploited) each month-- the GM had the power. The problem I see w/ SRM primarly is crack headed GM's (few of them) and the fear of crack headed GM's.
Actually, we looked for anywhere in the rules that talks about increasing the Loyalty rating of a contact, and couldn't find it. If you can, please let us know; I'd like to be able to work that into the ruling.
As to the crack-headed GMs, one of the other things we're trying to eliminate (and stop me if I've mentioned this before) is requiring GMs to make campaign-level judgment calls. It's not so much out of fear of crack-headed GMs (although the policy does go a long way toward mitigating that problem) as it is from a desire to give all players a fair shot at an equitable Missions experience, plus it's kinda unfair to ask GMs run the whole campaign for us.
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Yeah-- there's no way a GM could say that's totally unrealistic.
I mean, everytime I work w/ someone once, I ask them what they need and then set up a meet w/ my contacts to introduce them. Rules won't protect the comunity from cracky GM's, bad role players, and cheaters.
Like I said, we're trying to avoid asking GMs to make campaign-level rulings.
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Seriously, as someone whose brushed w/ hacking (including being caught), Unix security, and a programmer-- I don't "give" my code to anyone I meet. However, your players are doing this. It's unrealistic. No hacker would; by nature "we" are rather competitive. Script Kiddies do, b/c they need someone to give them code b/c they can't write their own. If it's L337, you charge strangers and only give to your chummers. (I currently have a sweet `ls' trojan horse collecting backdoor access to accounts-- about a dozen so far) (as a security check, fyi).
I'm sure your experience is different from mine, but when I was cracking programs, I'd distribute them for free to my friends, acquaintances, and even complete strangers. BBS's like the Midwest Pirate's Guild and the Ivory Tower were places where people would do precisely that, not to mention our own time's Pirate Bay. I could go on, but if you want to discuss hacker culture, you've got my Skype username; I'd love to chat.
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Except for Factions and Affiliations. Oh, and forced 4:1 Extended tests. And certain Qualities/Flaws are banned. Oh, and Contacts can't be given out unless written in the mod. And Fencing loot doesn't require a conact, and is 10% value instead of book written 30% (no negotiation test used either, in lieu of what the book says). But other than those things: SRM does not introduce rules.
Your sarcasm is noted, but all of these things have been discussed before. I'd be happy to discuss them with you in even more detail, but the short responses are as follows. Factions and affiliations are campaign rules, not Shadowrun rules. The 4:1 tests are from the main rules. Banning qualities isn't introducing rules. Adding contacts has already been discussed. Fencing loot doesn't require a contact in Shadowrun, the standard modifiers to fenced price have already been discussed, and the Negotiation Test is used to find a buyer, not change the sale price, so if you like we could go with the Negotiation Test but it would mean that some characters would have a hard time fencing anything.