QUOTE (Shinobi Killfist @ Sep 22 2009, 07:16 PM)

Am I the only one who doesn't have that much of a problem with the room full of researchers, guards, and turrets??
It had 6 guards and turrets, depending on the teams capabilities grenades very well could have been the best plan. The team I currently roll with has a heap of technomancers, so I suspect we'd hack the turrets and have them waste the guards. And then maybe stunball the researchers. But if you don't have stunball what do you do, intimidate them and tie them up?? And what hope for the best once they begin investigating this. I can see a lot of teams who act like hardened criminals making the decision to kill them. I'm not big into torture and unnecessary death so I'd try a different method if I was holding the reigns. But hey everyone rolls differently.
Now if there was the alternate route past the turrets etc, hey just avoid them. If you build the warehouse like a dungeon with guards in front of the boss room don't be surprised if the guard room gets fireballed.
Now the demolitions in the end doesn't seem "Evil" notoriety, just wasteful and dumb.(but hey he was a 1 logic type) But if the explosives were laid out so they would killl neighbors (why in gods name did they place explosives anyways) I guess it falls into the notoriety category.
To be honest, I don't have that much of a problem with it, either. It might have been a bit overkill, but it was still probably their best option. The demolitions afterwards seems unnecessary, but I don't see why there would be a bunch of squatters
right next to a secret warehouse performing gruesome experiments. You would think they would wind up on one of the lab tables being vivisected in short order. And that's part of the reason I don't have a huge problem with it - offing people who work on cybermancy was hardly killing "innocents".
The only real reason to avoid that kind of destruction is that there (at least in some campaigns) seems to be some implicit understandings between the corporations and the deniable assets that they employ. Some dead security guards and the occasional missing prototype are part of the cost of doing business. But when you start slaughtering a ton of people and blowing up lots of stuff, then you run the risk of making it more personal.
Personally, I see shadowrunners as deniable assets hired for the jobs that are complicated, messy, and dangerous. That is, when they're not being set up as patsies. Even the most "professional" runners will face betrayals, fight or die situations, and operations that can't be salvaged because they were FUBAR before the runners ever got there. So this team might face some censure from their fixer, might have the Johnson try to double-cross them to save his own hoop, and might have other runners make snide remarks about their being "sloppy" for awhile. They might also have to hide out in the Barrens for a week or two while grim-faced men with Ares Alphas hunt for them and lean on their associates. But all of those things could happen to a completely "professional" team, too.