QUOTE (Saint Sithney @ Jan 5 2010, 06:09 PM)

Actually, hearing the whole story, an escalation of violence until he was fighting for his life, I understand his actions fully, at least within character.
He saw his bike being towed from in front of a club and tried to intimidate the bouncer, as an employee of said club, into stopping the tow truck. The bouncer tried to call his bluff, which, according to the character profile, wasn't a bluff in the slightest. Homeboy picks up the bouncer and pitches him, head first, at the tow truck to emphasize his displeasure [at least that's how I'd like to envision it.] His team mates, who should have had an inkling of his proclivities, instead of trying to calm him with a use of leadership or magic, attack him [durr, that'll make things better/won't Mr. J be impressed!] Being attacked by a superior number of comparably competent killers, The Big Guy responds with maximum force, taking everyone he can down with him [a predictable reaction for a violent psychopath.]
So, basically, this was a disaster from the top down. The GM deciding that a common bouncer would try and stand up to an 11 foot tall deathmachine, was a poor choice. Going lethal on the bouncer instead of just breaking his arm or something similar, was VJ's bad. The team upping the ante on violence, knowing full well that VJ would call and raise, was pure asshattery. Really though, trying to out-violence a hulking psychopath in KE jurisdiction during broad daylight is an all-access pass to the mortuary. Holmes wasn't just selling wolf tickets, he was the whole production. Couldn't have been a dumber move than to stick your head in that noose. Moral is, everybody fucks up and everybody gets whats coming. What VJ needs to take home is this: break fingers, not necks. No need to turn a tussle into a combat. That's what your GM was saying.
Always fun to see different viewpoints on a situation. Mine goes something more like this:
VJ did something illegal (Parking his bike where it shouldn't have been. Even if VJ didn't do this purposefully (We really don't know if VJ intended this or if GM just retconned it in) it is still something done). He then asks a bouncer to stop the tow truck (Not sure if he intimidated him before the fact or simply asked and then lost it, but lets assume some intimidation). Bouncer has no control over the tow truck or the club, or anything really except looking tough and keeping people in line. He is likely armed, he likely is skilled in unarmed combat even against people bigger than him, and he likely knows (believes) that no one would really do anything serious outside (inside?) a crowded club with cops nearby; he might get a bruise, but that is what he is hired for. He is also likely to get in trouble for leaving his post if he did decide to go help Mr. 11 foot.
VJ then decides to kill the bouncer because he didn't do something that was likely outside his power in the first place (A bouncer's power is basically limited to physically moving people from point A to point B on their asses). VJ is now inside/outside a club with blood on his hands (Litterally) having just caved in a guy's head. So far it looks to me like the bouncer acted fairly naturally, and VJ reacted in a way that wouldn't leave him alive and out of prison for very long. I think this part is the crux of the problem. If a character kills, obviously, in public, for what is really a very minor displeasure, it is unlikely that they've made it to the point that the game started.
Anyway, character viability aside, the rest of the team just witnessed VJ kill a random person for basically no reason (If I was a boucner (I'd never be as the only desirable bouncer ability I have is unarmed combat), I wouldn't have really cared much about someone getting their vehicle towed, and unless they threatened me very convincingly I would brush it off as just tough talk or something I could handle, even if the person is bigger than me, and if I couldn't, likely wouldn't be more than a black eye and some bruises). Now, why they decide that killing him strait away is the best idea... well, that I'm not sure of, though it could be alot of things. Thinking that VJ could be a threat to them (He killed a random guy, why not kill them too) or to others (seems a bit too... conscientious for runners) seems most likely, as face could be saved with J in easier ways, and there are better ways to dump a team member.
So, lets assume they are operating under self-preservation (I would be if I was in a club and some random guy killed the the bouncer, though I'd be running). Their two real options are to run or eliminate the threat, and Runners are skilled at killing things, so they go with the first option. Now, I totally agree that at the point that the other runners start attacking VJ, he is basically open to use whatever force he has to save himself, but even in a situation like this, most people are going to be at least slightly conscious of hitting innocent bystanders with something like a grenade. So, once again, VJ goes above and beyond the call of violence and starts using AoE weaponry in a packed setting.
Oh, also you assume a bit that VJ's teammates knew anything about him other than he is some kind of combatant. Could easily have been the first run they were doing together, and in fact likely was as VJ wasn't likely to survive a session (As seen) due to randomly killing people.
So, I think everyone actually acted fairly organically. The problem was that VJ's character didn't organically fit into the setting. He said something along the lines of
QUOTE
but I think that he should design the run to incorporate my special limitations, and abilitys into it. I mean, if you have a run, and you need to hack into a building to get into it, you wouldn't have a 'net outage that prevented anyone in a mile radious from connecting, would you?
First, I think he's wrong that a run needs to be designed to incorporate a character's special limitations (like being a psychopath) into it. The world doesn't need to fit the character, the character needs to fit the world. You don't play a sea-nymph with a watercraft and water based drones and underwater combat specialization in the desert and except the GM to plunk down an underwater lab for you to infiltrate. Now obviously a GM will try and add things that will be cool to individual characters, and work to their strengths, like making sure there is the occasional old school lock for the person who actually took lockpicking (Or to rib the group that doesn't have anyone with the skill), but there are limits to this.
Second he compares his character to a hacker that has a mile wide matrix outage happen during a hacking-based mission. Now, in the example, a character is basically smacked by the GM for no real reason (Presuming the other side isn't using a big jammer or something). In what happened to VJ, the character was smacked by the GM because the character smacked first. Or put simply, VJ got killed because the world reacted to him. He killed someone, so people reacted to that and, unsurprisingly, some of them found that not to their tastes.
A better comparison to what happened would be the GM telling everyone that the adventure will largely be focused in the middle of nowhere, and there won't really be any matrix, no hacking will be required, and anything more than cursory computer skills won't really be needed, and then making a TM and complaining that you have nothing to do. Similarly, VJ was told (Perhaps not directly, but via assumption) that they were going to be playing a game in which randomly killing people (Or even not so randomly) in the middle of crowded public places is a bad thing, and then created a character that did that.
edit: Wow that got verbose. Hope I didn't offend you too directly or anything VJ, I don't mean to, but I'll be honest, that if I was at that table, I'd be unlikely to want to game with you again from what I've heard (Though of course I only have bits and pieces of info).