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Full Version: What are the odds... gm factor vs reality (long)
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holychampion
just thought i'd give out some ideas without slamming anyone, like I said before I hope they were helpful. Enjoy.
The White Dwarf
MrSandman, please be constructive or dont post. There are many suggestions I have taken from this thread, and I am still mulling over. Problems like this dont get solved in a few days, its like reworking the approach to the game in a satisfactory way. And to all your "easy" answers, its not like we didnt try some things before I bothered posting here. "Oh, its so obvious, the problem is you because we never have these issues, omgs..." please, most everyone else here is being incredibly civil and constructive.

Sable, youre making assumptions about my game, dont. Youre also obviously missing some words in my replies, because Ive stated numerous times that there ARE ideas helping posted and taken. So when you assume our characters have no life outside of shadowrunning, stuff it. And when you assume we just dont introduce higher threat levels, stuff it. And until youve got something constructive to add, stuff it. Reread all the posts and youll see youre the one whining about the issue not I. Im trying to point out which ideas wont work for us and which will, so that people who come in and post now know where to start thinking... Like Aesir.

Aesir, quote:
But the core of the problem seems to be that you are to on par with your game master, making the same logical assumptions as him, and therefor the right assumptions every time. You should play with a diffrent game master.

Okay, very valid point. Weve had the same group for a few years now and for sure, this is playing into the issue. We have rotated GMs, but we all know each other and the system, and you may be very correct in the fact that a new GM may add flavor back. The problem would be to find a GM equally experienced, so that the players dont "out game" the noob GM, but one with a different modus operandi so to speak on the world. A tall order but one to consider, certainly just altering styles on purpose may do the same thing. Thank you.

NEW EXAMPLE AND ISSUE:
Yea, capital letters title so people read it. Ive been mulling various things over, and come to the conclusion that the way to go here is to presume our starting characters arent just in the shadows, but nearer to the top, as theyre created. Obviously this will ential additoinal background writing but that shouldnt be an issue for us. I was going to think on it more, but with the last few posts figured Id put up what I had so far.

This will allow the party to jump to a world-wide, or at least city-wide theater of operations, introducing many new variables. Such things would include needing out of town contacts, travelling (not just for the oddball run but a lot), and probably several sources of gear rather than 1 or 2. Also, it would allow the team to interact with a broader range of NPC entities, namely goverments, special ops, more corporations, etc. This helps to counter the fact that while Red Sams may be a good challenge, its not something you can run into every session; more npc entities means more encounters before a repeat (hopefully).

The problems,
1) How to deal with the physical security issues? Obviously any target thats in this theater of operations is going to likley have physical security better than the kind you can easily pass, and we want to avoid having to plan each run at the level of avoiding all this stuff. We could ignore it, but thats unrealistic. So are there plausible ways to get around or avoid this?
2) How to involve such higher level groups without tying the PCs in with them? Obviously, as stated before, its more likley that individuals will become upset with the runners over corporations etc, but people this high up tend to be competent and take things that much more personally. Also, if youre going after a target high priority enough to be covered by Unti 13 or whatever, odds are this might be the small minority of things the corporation may actually want to track back. Any ideas on how to minimize the chance of this occuring?
3) Contacts. I think it would be stressful to force the PCs into a position where they are constantly out of Seattle or out of their element, without gear due to travel, were they not to have contacts on the other end. But the wider your theater of operations gets, the more possible locations there are, the more contacts youd have to maintain. Having 42 Arms Dealers may solve the problem but its going to be hell on the player and GM alike, while having only 2 and constantly being in need will do the same. Solutions?
4) Runs and acceptance. If the runs are going to be this taxing, the players may be more inclinced to pick and choose thier jobs. If this is the case, any suggestions on how to make it easier to plan several higher end (and thus more complex) runs? The alternative is to simply skip game that session since the run was refused, but that wont go over well in RL. Remember, the higher level the run, the more the GM has to think before hand just like the runners have to think more during the session. If hes now got to make harder runs, and three times as many, no one will want to GM. Ideas?
MrSandman666
First of all: let me apologize. I do realize that my last two posts were worded pretty roughly. I'm sorry. I'm a little stubborn and close minded, too, from time to time (understatement) and there are just things that piss me off. I have my principles as to how a good game of Shadowrun is to be played and how players and GMs should go about this. I applied these to you and your group, which was stupid of me. Again, my apologies. I was trying to impose my style and my philosophies on you, which was wrong.

However, I do feel that I was being constructive, even if not very diplomatic. I did offer solutions after all, did I not? And I never said what I was proposing was going to be easy. By saying "simple solutions" I meant that the choice was rather, well, simple (only two or maybe three options to chose from and they are easily outlined). I didn't mean to say that actually carrying them out would be easy. However, I do see how one could think that from (re-)reading my post.
I tried my best to apologize and to warn you about my style of posting and you're postings weren't exactly constructive all the time either.

And I didn't even think your problem was obvious. It took me three pages of postings to actually understand what your problem is. And, considering that you (and maybe one or two others) are the only ones of us few hundred dumpshockers who seem to have this problem (or at least the only ones to talk about it) makes me at least consider that the problem might indeed be you... If more people had this problem I'm sure it would have come up before.

What I'm doing here is trying to help you in "reworking the approach to the game in a satisfactory way."

Also, I want to add that I'm not a native English speaker so I can't be quite as precise or nimble with the language as I wish to be, which is why many things don't come across in the way I want them to.

I could write a lot more to your little comment there or this whole discussion but I've already taken this post far enough off-topic as it is so I'll better shut up now before I inflict even more damage than I already have.
I'd also have some more things to say to you're problems there and even to the things I can read from between the lines but you probably won't see these things as "civil" and "constructive" because they mainly consist of criticism, which you haven't exactly responded positively to lately. And I feel it was constructive criticism, which you openly welcomed earlier in this thread. I was telling you what I think you where doing wrong and what I think you could do to solve that problem.

Since it seems that you won't be willing to listen to me any time soon and that I won't be able to give you the kinds of solution that you want to hear/read I'll better get out of this discussion now. Of course, if you do change your mind I'll be there to share my experiences/ideas/suggestions. That's what we're all here for. I was never trying to flame or bash you, only trying to help in my very own way.

Again, my apologies for being offensive.

Wishing you the best of luck and success and hoping you will enjoy this wonderfull game again,
yours truely...
Fahr
Iknow i said I wouldn't post, but it's moved into territory I can handle without jumping overboard.

the easiest way to deal with getting a bunch of hard runs and having some of them refused is to get every PC willing to run a game to ready a run, then when the time comes, they take turns, if a run is rejected, the gm goes to the back or the line. at most they won't reject every run. does this mean that some runs never get used, yes.

but each player has usually got #players weeks to get the next one ready. but you still get to play every week, just under a different GM, unless the run doesn't finish then they continue under the current GM.

i had an 8 person group with 4 GMs that did this sort of rotation for about 4-5 years. that will allow the gms time to plan without stopping the game.

as for international travel, that is another great way to make things tougher. the same 8 pwerson group owned a Jet and did "deliveries" it was hard work and difficult cause they had to maintain contacts all over the place, but it was a lot of fun trying to figure out where the best place to go was.
and you can also spring military grade equipment on them, if it is needed for challenge because of the nature of there runs.

Payoffs are huge, but so is upkeep, and fuel costs. and when you are trying to keep our tech edge vs. even 3rd world militaries you need the cash just to survive.

-Mike R.
sable twilight
QUOTE (The White Dwarf)
Sable, youre making assumptions about my game, dont.


If you don't want assumption made, then give more detailed information. Currently the only solid information that you've provided about your team is that:
QUOTE (The White Dwarf)
Everyone in our group is familiar enough with the SR system that its rare for anyone to make a character that isnt rather above par at what they do. Even the mage or decker, characters with usually lower body, arent stupid. Theyll often take things like Dermal Sheath Level One for the body, armor, and because it cancels flechette ammo, for not much cash or essence. Non-standard for some, but we do it. It means that even the non-combat folks have capable skills there, and are often over-matched against their field. Our current B&E character has skills of 6, aptitude electronics, and microscopic vision mag. With a tn mod of -1 to electronics tests, and -2 to electronics b/r tests, its not really hard to crack anything but the really tough systems. And with the Perceptive edge, and some complimentary security skills, its also pretty easy to spot what they need to disarm.

If all your mages and deckers either have a high body or dermal sheathing, that's seems pretty twinkie to me, even with two or three pages of background.

If you don't want to provide more detailed information on the runners, that's fine, but that means we're going to have to fill in the details ourselves.

QUOTE (The White Dwarf)
Youre also obviously missing some words in my replies, because Ive stated numerous times that there ARE ideas helping posted and taken.


Opening up each post with saying "oh, this gives me something to think about" and then proceeding to deconstruct every idea proposed to you is not accepting suggestions or advice. It is showing how you are really not interested in changing at all, and trying to prove to everyone else how right you are about not having to change anything.

QUOTE (The White Dwarf)
So when you assume our characters have no life outside of shadowrunning, stuff it.


Even when you have admitted previously that your character are optimized for various aspects of Shadowrunning? You have yet to prove to me that you do otherewise. Even 100 pages of background does not count when it is not reflected in the character sheets or in playing style. Do the character ever do anything that is not a job handed to them by a Johnson or a Fixer?

QUOTE (The White Dwarf)
And when you assume we just dont introduce higher threat levels, stuff it.


Even though you're the one claiming you can't just introduce higher end threats because it's either not realistic in some way or too much work for the GM?

QUOTE (The White Dwarf)
And until youve got something constructive to add, stuff it.  Reread all the posts and youll see youre the one whining about the issue not I.


Oh, wait, like I have not submitted pages of suggestions and ideas already. Oh, I forget, you simply sat there and write about how they won't work for your game.

QUOTE (The White Dwarf)
Im trying to point out which ideas wont work for us and which will, so that people who come in and post now know where to start thinking... Like Aesir.


And I have yet to hear you specify what will work for your game.

QUOTE (The White Dwarf)
The problems,


This stuff has been addressed before, but I'll go over it one more time. Most of these "problems" you present are challenges the characters should be resolving through gaming or things the GM should be working out plot wise.

QUOTE (The White Dwarf)
1) How to deal with the physical security issues?  Obviously any target thats in this theater of operations is going to likley have physical security better than the kind you can easily pass, and we want to avoid having to plan each run at the level of avoiding all this stuff.  We could ignore it, but thats unrealistic.  So are there plausible ways to get around or avoid this?


Wait, I thought you wanted higher end challenges? You're changing your mind now? Or are you saying you want all the thrill and excitement of a gun battle with groups like Tir Ghosts and Red Samurai without having deal with the security or legwork entailed for those sorts of operations?

QUOTE (The White Dwarf)
2) How to involve such higher level groups without tying the PCs in with them?  Obviously, as stated before, its more likley that individuals will become upset with the runners over corporations etc, but people this high up tend to be competent and take things that much more personally.  Also, if youre going after a target high priority enough to be covered by Unti 13 or whatever, odds are this might be the small minority of things the corporation may actually want to track back.  Any ideas on how to minimize the chance of this occuring?


Try just telling the enemy all through the run "sorry man, this is just a job"?

See my remark to problem number 1 above. If you want to run with the big dogs, then be prepared once in a while to get bit on your…

QUOTE (The White Dwarf)
3) Contacts.  I think it would be stressful to force the PCs into a position where they are constantly out of Seattle or out of their element, without gear due to travel, were they not to have contacts on the other end.  But the wider your theater of operations gets, the more possible locations there are, the more contacts youd have to maintain.  Having 42 Arms Dealers may solve the problem but its going to be hell on the player and GM alike, while having only 2 and constantly being in need will do the same.  Solutions?


Use friend of a friend? Use etiquette and bribery to score new contacts? Having your weapons specialist character build weapons that can be broken down or pass through customs (You do have some one on the team that likes building and repairing weapons don't you? It's one of those outside interest things I was talking about earlier)? Have a decker or underworld contact forge passports with weapons permits? Having some one with the merit friends in distant lands? Ask your Johnson for a hookup? Role-play being visitors to a foreign land trying to score some heat?

QUOTE (The White Dwarf)
4) Runs and acceptance.  If the runs are going to be this taxing, the players may be more inclinced to pick and choose thier jobs.  If this is the case, any suggestions on how to make it easier to plan several higher end (and thus more complex) runs?  The alternative is to simply skip game that session since the run was refused, but that wont go over well in RL.  Remember, the higher level the run, the more the GM has to think before hand just like the runners have to think more during the session.  If hes now got to make harder runs, and three times as many, no one will want to GM.  Ideas?


Making runs that require more then one session to resolve generally helps. If the run takes 4 gaming sessions to complete, that is that much more time the GM has to come up with the next one. Requiring the characters to sign a contract or strike a deal with a contact of some sort helps as well. Present the run as a favor for a contact. Sure, the players can ditch the run, but they may loss their contact over it. Use hooks for the characters background (family, friends, goals the characters wants to accomplish) to get them involved (your characters do have plot hooks written to them, don't they?). Flaws, such as dependants, compulsions, or obsessions, requests or demands from initiatory orders or visions from magical sources, or even simple blackmail or bribery can be used.

It really sounds to me that, based on "problems" you have presented here, you are really trying to get away with having conflicts with high end forces without all the other associated baggage that normally goes with a Shadowrun against them. Like you want to make everything easier so that the only really challenge you are having to deal with is how deal with this special op force or that one. If that's what you are looking for then that's fine, you can run Shadowrun like a war game if you want. Why even bother with bringing realism into it at all? If the game you want to play is DMZ with 3rd edition Shadowrun rules, then go for it. If you really must have a "realistic" reason for these combat exercises, then play a group of special-forces operatives yourself. Your missions are provided by the government and each week you have another target you have to go up against. Or you could playa group of mercenaries being sent from hostile zone to hostile zone, taking part in various Desert Wars competitions, or any number of other mercenary related jobs.
holychampion
having your campaigns start in a unusual place might help too. ( I know I sounded like I wouldn't post again but I had too...) I did this and it worked real well. You see I game with a bunch of ex-military people and they too know as much about the game as I, even more in some respects(mainly associated with their fav character class), so what i did was make some copies of my local town maps and started them right here, in good ole Mpls,MN! they loved it. Not only did they know the surronding area (ooc) so their wasn't guessing of what the scenery was like but they were clueless as to what Security Corp. ran the area, ehat Corp. had the most sway in the area ect. Maybe something like that could work for u.
In my case I developed my own AA and AAA corps that operated in MN, using current big Corp. players. For example: here in MN 3M, Honeywell and the Target Corp. are real big. Microsoft and others are in here too. I devised my own Security Corp and made them 2nd only to Lonestar in the area, creating this shadow war between the two Corps. for total dominance of the Security Contract. These players never got involved on this war directly, but indirectly they had lots of fun with the effects of it.
toturi
QUOTE (sable twilight @ Feb 19 2004, 12:47 AM)
The cost benefit analysis is pretty simple.  If you were that much of a threat then you would have been be eliminated.  That's what other runner teams are for.  If runners as a whole operated on that level, blackmailing their employers all the time, which I point out is not very professional, then the Shadowrunning community as a whole would out of jobs.  Remember, you don't threaten your boss when some gutter punk, who will likely work for half what your asking, will be more then happy to bullet through your head.

In addition, that "evidence" of yours is likely worthless.  Johnsons don't tell you who they are, that's why they are called Johnson.  Johnsons don't tell you who you are working for, they just give you a job to do.  Johnsons don't tell you way the job needs to be done, they just expect the team to do it.  "Your just a microscopic cog in his in catastrophic plan…"  The only evidence that you would be able to supply is evidence that you were behind the bombing, or that you were hired by some unnamed employer to break into such and such laboratory and steal such and such item.  If you are going behind the Johnson's back and investigating enough to get evidence against them, then word will quickly get out that your team is not trustworthy and should not be worked with.

My meaning is not that you are actually blackmailing the corps, but taking out insurance. One of your key objectives when doing legwork during a run is not to be double crossed by your Johnson. So what do you do? You find out where exactly he's coming from. who he actually represents, what his hidden agenda is. This information is all part of legwork and should be available to you unless it is all part of some metaplot.

According to the Corp Download, certain corps are less hesitant to identify themselves to the runners (eg. Ares or Mitsuhama through their Yakuza subsidiaries).

If you were discreet, the corps would know that you know, and you know that they know you know, you are a professional and they would know that as long as they do not threaten you, you would keep it strictly on a business basis. It is when they allow things to get personal, that you will pull out the stops. And of course, since the one to rock the boat would have been that corp exec, I'm sure there are other equally powerful people who would like the status quo restored.

I now return you to your regularly scheduled arguments. biggrin.gif
sable twilight
But that does not mean that the corporation or any corporation would go out of their way to protect the runners. Nor do I think any corporation would hire a runner or group of runners that let slip their subtly or even blatantly that if something should happen to them then xyz information is going to be let slip. The reason for this is that the corporation has not control if something should happen to the runner sometime down the line, like say if they got killed working for another corporation. Shadowrunning is a hazardous business. Runners can easily die from the course of business. Runners who go around with packets of information to be released on their untimely demise are not worth doing business with. Corporations are not in the business to baby-sit runners.

Remember, it's actually a buyers market when it comes to Shadowrunning. For every elitist, I'm so cool, I'm so bad Shadowrunner, I figure there are at least a dozen up and comers ready to work for next to nothing just to get their foot in the door, so to speak.
The White Dwarf
Sandman, np I can understand getting upset. No worries, happens. Just wanted to put an end before it derailed the thread.

Fahr, working out a GM rotation is not a bad idea at all. It would solve several issues such as long term plot (which would take 4 times as long to play out with 4 different GMs) and taking the burden off one individual. Thanks.

Sable, Im not going to respond to most of that. But like I said I explicitly avoided examples because, case in point, people will focus on how "twinkie" it is or is not, and rather than try to provide solutions for the problem they will say the issue is the characters rather than altering the game to work within the confines of our groups game. Your solutions for my new points were basically "suck it up runs are hard" which is totally useless. Im NOT trying to get rid of the baggage, Im asking for ideas, pointers, or ways to streamline running that kind of adventure EVERY SESSION. Yea, weve all had games with the big hard runs, but having ONLY those kind of jobs presents a new dimension of work to run and maintain, as well as the potential to slow down gameplay a lot. Without even using the characters or mentioning anything in game thats 3 reasons right there why Im asking about advice on the issues for out of game reasons ... so dont read everything through a red lense ok?

Holychampion, I imagine that we will be seeing lots of new settings if I can work the kinks out of the "higher end run all the time" theory. Good points on how to bring it to life. Ty.

Tortui and Sables discussion basically is the exact chess match that comes up when you use specific cases to demonstrate something. A lot of it boils down to group style and also how much information the GM lets you, or feels appropriate to reveal. Not every Johnson has tabs you can pickup on, theyre professionals too, but it is something good runners will try to find; at least for our group. Its only really pertinent as far as your group is concerned. That all has to deal with runner rep and Johnson behind the scene stuff, which Im not having any problems with. So if you guys wanna keep it up go for it, but its wandered out of territory Im really going to go to.
holychampion
the other idea I implement in my groups character creation is that they cannot buy items that have an availability higher than 4. Once we begin thats a different story. Also, to try and answer your delima concerning Higher end gaming all the time... When I run a campaign I try to throw in Adventures that have nothing to do with the campaign at hand, in the hopes that it seems more realistic in that not all jobs done are specific to one cause. I've search the web ring and found literally dozens of plots and meta-plots that I keep on hand in the case that the 'runners decide not to run the desired adventure of the evening. Some times you have to wing the adventure... if you can do that (I know its not easy for everyone to do.).
I've even once ran a straight street gang campaign, allowed nothing over 4 availability during character creation, set one of the PCs as gang leader, gave him a small Turf to run and based all the adventures around their descions to clean up the streets and control the areas growth. That turned out well, lasted nearly 10 months RL time ( gamed once a week on Sun.).
toturi
QUOTE (The White Dwarf)
Tortui and Sables discussion basically is the exact chess match that comes up when you use specific cases to demonstrate something. A lot of it boils down to group style and also how much information the GM lets you, or feels appropriate to reveal. Not every Johnson has tabs you can pickup on, theyre professionals too, but it is something good runners will try to find; at least for our group. Its only really pertinent as far as your group is concerned. That all has to deal with runner rep and Johnson behind the scene stuff, which Im not having any problems with. So if you guys wanna keep it up go for it, but its wandered out of territory Im really going to go to.

Sorry. It has degenerated into a kind of chess match between Sable and me, hasn't it?

But some of his suggestion made sense: Perhaps you could shift your focus to some merc jobs(as opposed to shadowrunning). Maybe you could inject some Ultimates into your campaign, that way it could provide a plausible explanation why they were suckered into taking the job - "it looked ok, but actually a dragon was behind the scenes pulling the strings" etc.
Crusher Bob
Notice that not every place may have runners readily available. If Mr exec gets kidnapped in Africa (or where ever) the Corp may not have someone handy to get him out, so they turn to that team of door-kickers that worked out well for them before...

With the multiple contacts over wide areas, you can use a 'desk' system like the STate Department does. One guy dosen't need to know everything about every country. You maintain a Fixer (or three) that represents you 'SE Asia Desk' and most everything you do in the area ends up going through them.

To avoid some of the 'more tedious' security issues, you can add an 'NPC team member' who takes care of 'that stuff'. Usually my group has no interest in decking, so an NPC decker will be along. It keeps the realism 'up' (you really need a decker), but the GM can just say 'the decker does his stuff (or not)'.

Moonstone Spider
QUOTE
Theres a whole, WHOLE lot of bad logic and misconceptions here:
Nice of you to describe your post ahead of time.

QUOTE
Nice idea, but virtually no characters have the equipment or skills necessary to do this. Beyong that, chaging barrels every time you shoot (at) someone would certainly make you memorable as the person buying gun barrels by the gross. It's far better really to change guns.
What game are you playing? Nobody buys gun barrels, you just mill a new one using your firearm B/R skills, or have the gunbunny do it since Street Samurai frequently take such skills.

QUOTE
No, but those flakes get matched to each other and set up a MO. They create a papertrail of things done and methods of operation. This can add up significantly. This is analogous to someone leaving DNA or prints behinf but they dont have a criminal record. This information is kept on file, and active and oftens leads to arrests at a later date.
You're still not thinking. 98% of household dust is skin flakes. At any given crime scene you'll have to compare billions of DNA samples against all the employees at the building, every person who's gone inside within the last few years (Since skin flakes can keep an unholy length of time if dust mites don't eat them), and everybody those people have had physical contact with before entering since skin flakes can rub off on somebody else and hitch a ride. In short, using skin flakes your evidence is pre-contaminated and useless and even if you could use it it will narrow your suspect list by eliminating only people who have never been in Seattle.

The same is true of fibers, so you found so fibers an lab analysis tells you they came from Form-Fitting Body Armor? Great, that eliminates .02% of all Shadowrunners. Fibers are only a help when you already have a suspect list of perhaps a half dozen people and you can compare their clothes to the fibers, since all Shadowrunners tend to fit within a couple of profiles you can't possibly use them in most cases, the Shadowrunner's all have a motive so you can't narrow things down, the 'Star is screwed before they ever begin.
QUOTE
Lone Star is a multi trillion nuyen extraterritorial megacorp. They can definitely afford it, it's just that most of the time there's no reason to do so. Should they decide that it needed to be done Lone Star could do damn near anything. Does that mean it's going to happen? No. But dont fool yourself into thinking they cant afford it.
You misunderstand. I didn't say they couldn't do it, I said they couldn't afford to. They are a corp and work for money, losing men and tons of hours in a hellish downtown militarized zone is completely anti-profit. They can't afford it.

QUOTE
This is a bad leap of logic. just because 1% of the polulation is magic that has nothing to do with the % of magically active amongst LS or SR's. In fact, LS actively recruits magically active people just like all other multinationals. There is also a general consesus that there is a disproportional percentage of megically active individuals in the shadows. Im published material typically one out of every 5 or so is magically actibe, maybe higher. In each team of 5 or so people theres always at least one mage, sometimes more.
Actually MiTS says there are fewer awakened Shadowrunners than even awakened bums on the street but you are right about this, players almost never pay attention to the metaplot's numbers when building their characters, and GMs have to do the same to compensate.

QUOTE
This is a true statement that means nothing. 100 years ago there were less crimes, and FAR less people. There are more unsolved crimes because theres a whole lot more crime. The conviction rate for crimes today is FAR higher  of a percentage than it was 100 years ago thanks to modern technology and its application.
Bullcrap. Check the FBI's CIUS (Crime Index, United States). In 1995 65% of murders were solved by an arrest. In 2002, it had dropped significantly. Governments like to pretend otherwise to fool naive civilians but the numbers tell another story.
toturi
QUOTE (Moonstone Spider)
Bullcrap. Check the FBI's CIUS (Crime Index, United States). In 1995 65% of murders were solved by an arrest. In 2002, it had dropped significantly. Governments like to pretend otherwise to fool naive civilians but the numbers tell another story.

Perhaps it is because it is a little hard to arrest Mr Bin Laden? Maybe when they finally get the bugger, the number can make a big jump.
Glyph
Just to play devil's advocate on the idea that a Johnson won't ever protect runners: put yourself in the Johnson's position. You hire runners because 1) It's easier to risk some street punk running off with the three grand retainer than it is to risk the millions that you have invested in your own top-line personnel; and 2) Runners are deniable assets. Sure, they might be able to figure out which company it really is if they try hard, but the other corporation probably has a good idea who's likeliest to hit them anyways.

Ideally, though, you do want the job done successfully, without excessive collateral damage. Unfortunately, the people that you deal with are thugs from the Barrens who would pimp out their little brother for beer money, burned-out castoffs from other corporations, ranting eco-terrorist shamans, giggling psychopaths, and assorted misfits and mavericks. If, somehow, in that mass of scummy villainy, you can actually find a group that behaves with reasonable professionalism and has a good success rate (without blowing lots of stuff up), then you have an asset. Now, I don't see a Johnson "officially" helping runners; any aid he gives will be "unofficial". But if a Johnson has a long-term relationship with a team of runners that has proven beneficial to him, then I see him occasionally using his clout, discreetly, to help the runners - purely out of self-interest.
The White Dwarf
Tortui, Crush Bob, and Glyph, many good points. Tortui's reexplaination of "the chessmatch" ™ and Crusher Bob's first two points... man thats the win right there. Im starting to get excited about finally having a real coherant package of ideas to bring to the group, that wont really change the game too much from our 'acceptable parameters' except to bring some life back to it with new angles. Yay thread!
Austere Emancipator
QUOTE (toturi)
Mr Bin Laden

That would be like arresting Charles Mason for the attempted murder of Gerald Ford.

[Sorry for off-topicing. But: He started it! nyahnyah.gif]
sable twilight
White Dwarf

I guess I would not have issue if you would just come out and say what exactly you are looking for. You start up this tread with this song and dance about your nothing special, just a normal, typical Shadowrun Team can walk all over gang and security guard opposition. You also imply in your post how easy it is for your team to breeze through security at that level as well. You then ask for suggestions for making it more challenging.

Suggestions are given and, for those you even bother responding to at all, you pretty much say they won't work in your game, without specifying why, without specifying what points you did like or you feel would work, and proceed to tell us we are not being helpful or constructive. All in all, it makes you look pretty ungrateful (this is my second major issue right here, and baised on some of the other replies I've seen in this thread, I suspect that I am not the only one that feels this way).

When you finally do get to a point where you have some ideas for things that will work, you are now looking for suggestions on how to make it easier.

Huh? WTF? I don't get it. First things are too easy, now things are going to be too hard? Am I the only one confused by what is going on?

Explain please, because I am missing something. You're not even clear on who is doing the GMing at this point. At first the impression is that you are the one GMing, then it is some one else while you are one of the players on the team, and now it is back to you doing the GMing again. Maybe we can start from there?

Currently I am under the impression that you are doing the GMing and that you are looking to run primarily combat oriented campaign and are looking for suggestions to make the enemy forces challenging and realistic. If so, that's fine. No one that I know of no one who would take issue with that if presented in that manner. If not, then please clarify.

Anyway, I'm out of here unless I can get some better answers. I wish you luck on your game.
Fahr
I think the GM confusion comes from the fact that everyone in his group takes turns GMing.

additionally, I think part of the problems come from that too, it makes sure everyone knows how the enemy thinks. making everyone likely to be extra careful, as they know how THEY would screw the PCs if they were GM...

anyway. a proper rotation will fix the time issue, and new locations and made up stuff will fix the lack of challenge. if you get really good at this game but never run outside seattle, than you will stagnate as all the plots for seattle will eventually get done.

I suggest you turn back time and run them in the chicago containment zone...

-mike R.

edit:stupid G key is sticking....
BitBasher
QUOTE
Bullcrap. Check the FBI's CIUS (Crime Index, United States). In 1995 65% of murders were solved by an arrest. In 2002, it had dropped significantly. Governments like to pretend otherwise to fool naive civilians but the numbers tell another story.
Um, there was a wholesale change of argument here on your part, you originally said "100 years ago" which is a wholesale different argument than "1995" which was 9 years ago. Thats like comparing Apples to Fords.

QUOTE
Actually MiTS says there are fewer awakened Shadowrunners than even awakened bums on the street
Page number reference? and this is still false logic because there are more likely several times more homeless on the street in Redmond alone that the entire shadowrunning community inclusing wannabees. That's not an impressive example, not is it surprising.

QUOTE
You misunderstand. I didn't say they couldn't do it, I said they couldn't afford to. They are a corp and work for money, losing men and tons of hours in a hellish downtown militarized zone is completely anti-profit. They can't afford it.
There are rules for Lone Star going into Z zones and what it takes for them to do so and what they do when they do go. It happens, there just has to be a good reason. Check the Lone Star Sourcebook and New Seattle.

QUOTE
What game are you playing? Nobody buys gun barrels, you just mill a new one using your firearm B/R skills, or have the gunbunny do it since Street Samurai frequently take such skills.
A gun barrel, espcially for pistols is not really just a round tube that bulles go through that can be made in 10 minutes. It is a decent amount more complicated and involved than that. Furthermore I have never, ever had a character take the B/R skill necessary to make them, not spend the cash and facility space for the Firearms Shop or Facility necessary to machine a gun barrel from scratch. I also rarely if ever have heard of a character taking skills like that, even on these forums. Typically that is what contacts are for.

The whole tangent on skin flakes is irrelevant to the topic we are discussing, we are not talking about "any given crime scene", we are talking about Breaking and entering typically ina secure corporate environment in which all the workers already have DNA profiles, which they have to have in order to have a sin. Overcomplication of a scenario is a good way to make an argument that sounds good but is really a house of cards.
Moonstone Spider
QUOTE
Um, there was a wholesale change of argument here on your part, you originally said "100 years ago" which is a wholesale different argument than "1995" which was 9 years ago. Thats like comparing Apples to Fords.
Again, Bullcrap. History is history. I merely used 1995 because you can easily find the FBI's CIUS online for that year and compare it to this year's, since despite your association with the police you appear to be deficient in history.

QUOTE
Page number reference? and this is still false logic because there are more likely several times more homeless on the street in Redmond alone that the entire shadowrunning community inclusing wannabees. That's not an impressive example, not is it surprising.
Page 13 MitS. But as I already conceded this point I'll say no more.

QUOTE
There are rules for Lone Star going into Z zones and what it takes for them to do so and what they do when they do go. It happens, there just has to be a good reason. Check the Lone Star Sourcebook and New Seattle.
And trying to gather evidence will never be a good reason, which was my first point. Trying to get a very high-end suspect, maybe. Trying to figure out who the suspect is? Absurd.

QUOTE
A gun barrel, espcially for pistols is not really just a round tube that bulles go through that can be made in 10 minutes. It is a decent amount more complicated and involved than that. Furthermore I have never, ever had a character take the B/R skill necessary to make them, not spend the cash and facility space for the Firearms Shop or Facility necessary to machine a gun barrel from scratch. I also rarely if ever have heard of a character taking skills like that, even on these forums. Typically that is what contacts are for.
Indeed it is more complicated, which is why you actually need Firearms B/R. I would note at least two of the standard Archetype sample characters have Weaponry B/R skills. While you personally may have never taken those skills, lots of people do, particularly gunbunnies who tend to have karma to burn and like the idea of putting custom grips on all their guns.

QUOTE
The whole tangent on skin flakes is irrelevant to the topic we are discussing, we are not talking about "any given crime scene", we are talking about Breaking and entering typically ina secure corporate environment in which all the workers already have DNA profiles, which they have to have in order to have a sin. Overcomplication of a scenario is a good way to make an argument that sounds good but is really a house of cards.
In other words you read my argument, can't defeat it, and so you want to ignore it. Let's go over the facts again.

Skin flakes make up over 90% of household dust particles anywhere humans go. They are eaten by mites and get mixed up with each other with the slightest breeze. Every person who has ever entered that room has left skin flakes in it, so you have to compare your dubiously mixed up and contaminated evidence against every employee, customer, manager, etc. Since skin flakes can last for years, you have to compare them for every person who's entered the building in a decade. But wait, skin flakes can hitch a ride on clothes, so you must compare everybody they've had contact with. Let's look at your contamination rate for a typical employee:

Morning: Employee kisses his wife and kids and heads to work. On the way out he gives a friendly neighbor a high-five.
Four extra people's DNA.

Lunch: Employee goes to McHugh's for lunch. He picks up a bit of dust of his shirt sleeve when he slots his credstick, picking up an unknowable number of skin flakes. He also gets some from the server when he picks up his tray. The place is crowded so he brushes against two people on the way to an empty spot and keeps bumping elbows with the people on his left and right.
A minimum of Six extra people's DNA. Quite possible several dozen in a crowded restraunt.

On his way back to work he helps an old lady cross the street before getting on his bus, where he again is bumped by people on all sides. That Rat Shaman smells like he hasn't showered in a year. A baby sitting behind him grabs his hair with a chocolate covered hand and the mother apologizes profusely and touches him in the process of trying to clean out the chocolate. A beggar grabs his leg and tries to get some money as he walks into his building.
5 More people's DNA.

Just from a fairly brief portion of one day our wageslave has contaminated the crime scene with the skin flakes of 15 other people. At least 11 of them will be 11 different people every day. Now consider how this will progress over a month, now from a single employee you've got the DNA of over 300 people in your building from one employee. And that's per employee, how many get to go into this room? 15? 20? Now for each month you've got 6,000 suspects. Of course some people, notably the rich managers, won't have as much contact with the poor. But for every Howard Hughes there's a Ricky Ratman who's bringing in the DNA of 3 dozen squatters on his borrowed shirt and pants.

The math is simply not on your side friend, Forensic evidence is of very limited use in real life, police have been served far more ably by the phone book, which can be used to beat prisoners but not leave visible bruising.
toturi
Which adds a whole new meaning to throwing the book at someone...
sidartha
QUOTE
toturi
Which adds a whole new meaning to throwing the book at someone...


They don't use books any more, you have to hit 'em with the whole computer terminal.

As to the problem at hand, it seems that you have been running the same break in steal the prototype runs over and over that could get boring for anybody. my suggestion is to take a month or six and wright up your own campaign using some of the truly wacky elements of the SR universe. Look through Threats, T2, Awakened Lands, MITS Corp Download, DOTSW and find the aspects you like and see if you can make a story behind them.
As for the PC's ditching runs, it's OK to lead them around by the nose if you do it right.
Johnson: you decline the run? well that's unfortunate. very unfortunate for Lassie and Little Timmy
PC.04: You threaten Little Timmy!? I kill you!!
J: No not me. you see Aztech's new gene therapy requires country raised white boys and exeptionaly smart Border Collies. So you see it's in your own best interest to take the job...
This may seem contrived that all of the players backgrounds work into this trap but it's really nothing a Dragon, Immortal Elf, Elder Free Spirit, the Xchange couldn't work out. Just my thoughts talker.gif
k1tsune
QUOTE (sidartha)
This may seem contrived that all of the players backgrounds work into this trap but it's really nothing a Dragon, Immortal Elf, Elder Free Spirit, the Xchange couldn't work out. Just my thoughts talker.gif

I'm doing just that with my players. C'mon. Just try an' refuse the run.

(Players, don't read or I kill.)
[ Spoiler ]
sidartha
It's all summed up in my sig
tisoz
IMO the problem is the GM doesn't see the NPCs as real characters, they are just obstacles to be overcome. Realism keeps getting thrown around, but wouldn't the NPC gangers and sec guards realistically want to survive? A group can be on an entirely lower tech level and still defend themself, think Vietnam. They improvised and used tactics that gave them a chance.

If the PCs see a situation and know exactly how to attack it, why wouldn't their soon to be victims anticipate the situation, see exactly how it would be attacked, and have a counter? Realistic? I think so, otherwise the GM may as well be setting up ducks in a shooting gallery.

The best NPCs I've seen were ones that the GM played like PCs. In Shadowrun, they even get to be the good guys if you look at shadowrunners as criminals who are hired to commit crimes. smile.gif
Crusher Bob
There is a realistic limit to people's ability to both plan and react to things, Runners who have been doing this for a while (i.e. they did it to get the skills and gear they have when they start the game) will tend to be much better than most anyone else when it comes to reacting well. Security guards are not a well oiled military machine. A (good) group of runners is.

This covers only tactical situations, oc. But the same general principle applies to everything else, there are not a whole lot of people in the world that are as near as good as a starting runner,
toturi
QUOTE (tisoz)
IMO the problem is the GM doesn't see the NPCs as real characters, they are just obstacles to be overcome. Realism keeps getting thrown around, but wouldn't the NPC gangers and sec guards realistically want to survive? A group can be on an entirely lower tech level and still defend themself, think Vietnam. They improvised and used tactics that gave them a chance.

If the PCs see a situation and know exactly how to attack it, why wouldn't their soon to be victims anticipate the situation, see exactly how it would be attacked, and have a counter? Realistic? I think so, otherwise the GM may as well be setting up ducks in a shooting gallery.

The best NPCs I've seen were ones that the GM played like PCs. In Shadowrun, they even get to be the good guys if you look at shadowrunners as criminals who are hired to commit crimes. smile.gif

Your assumption of an equally well oiled team is valid only if that team has trained together and has worked together before. By having worked together before I mean that they must have responded to various situations and know how each other will react. It takes at least 2 full gaming sessions (1 full run) to gell together.

Once there is some consistency(at least to the runners) to the way the team reacts, they are very difficult to take down.

A question I ask myself when creating sec guards are whether they have worked together before. Maybe they were training buddies at the corp academy? Or was one of them transfered from another facility? Or did their sec manager just got transfered in and now they have the "brains not knowing how the hands and feet will react" situation? Or did that guy's partner got wasted during last week's break in? These factors make it very inconducive for the security team to gell. So for the most parts, I will sometimes make a sec guard block his buddy's LOS, step in the way of the sec rigger's drone's heavy weapons, etc.

Attrition in the security business is high, look at the security companies nowadays. They hire cheap, provide minimum training and lousy equipment for the most part, any sec company will have at least one of these factors. I do not see how that will change in the future.
Synner
QUOTE (Crusher Bob @ Feb 22 2004, 11:01 AM)
Runners who have been doing this for a while (i.e. they did it to get the skills and gear they have when they start the game) will tend to be much better than most anyone else when it comes to reacting well.  Security guards are not a well oiled military machine.  A (good) group of runners is.

On the other hand, there is the minor detail that corporate security guards are specifically trained and equipped to counter well-oiled shadowrun teams (the single most common threat in the Sixth World to the assets they are assigned to protect), even better equipped and more skillful runners. Whether it be by tactics, numbers, area lockdowns, passive and automated defenses, etc, security guards (don't make the mistake of comparing them with today's rent-a-cops like torturi is doing) are trained to make use of every resource at their disposal (human and otherwise) to stop the runners.

That is why stealth should be imperative in a shadowrun. Lose the edge of concealment and surprise and runners should be screwed, the odds are just against them - if they aren't your GM is playing the sec guards wrong or you're playing an excepcionally high-powered and unbalanced campaign (I say unbalanced because your experienced veterans should probably not be pulling penny jobs -minor labs, low-level extractions and datasteals, etc - but being hired to hit secure corporate targets which have well-equipped, tightly coordinated and above-average trained security staff.

This is what they do for a living. This is why corps put them through intensive training programs (unlike regular rent-a-cops) - just check Corporate Security Handbook. This is why the corps place thousands of dollars of gear in their hands and place millions of dollars of equipment and material under their guard.
Plus they screw up they lose their jobs, their reputations and their livelihoods (not a nice thing in the dystopic Sixth World). The site sec-coordinator screws up once, he likely won't get to do it again (and he knows it). Torturi is also mistaken, many megacorp (Ares, S-K, MCT and Renraku to name just a few biggies) crosstrain their security forces with their armed forces (Corp Download, Corp Security Handbook and SOTA63) and even complement security staff with mercs in highly volatile areas.

Sec guards and (more importantly) their coordinators are intelligent and capable human beings who are not going to throw themselves in harm's way by running up to the enemy and shooting it out; not when they are especifically trained to counter this sort of threat. They will set up chokepoint firezones. They will lockdown every corridor and room they are not using, blocking off and sealing areas (at the very least it will slow the runners progress). They will push their Host(s)' into Alert status. They will call off-site Matrix, Response Team and Magical support. In practice they will will be Holding an Action around the next five corners behind max. cover and Aiming not for a specific target - which isn't there yet- but to fill an area with Suppressive Fire at the first sight of movement (meaning they'll even be able to get the drop on wired runners). They will use directional flash paks and flashgrenades (and after SOTA63 even reuthenium wall displays). They will use smoke and neurogas grenades when necessary (especially against mages)). They will use delaying tactics whenever possible.

They will not rush to the scene of a breakin in groups of 2 or 3 men. They will not expose themselves unnecessarily to enemy fire. They will not charge/rush an obviously superior foe (any team with a mage for instance). They will not hold their ground against superior firepower unless it is a latch ditch effort (They will fallback and/or circle round somehow).

The runners are making a stand? Chuck multiple flashpacks and flashgrenades at them (or better yet lower the lights so low-light capable runners switch to that and then throw-impact triggered flashgrenades round the corner)! Then shoot them up from behind heavy cover or the slots of mobile barricades.
The runners are plowing through your men? Lock security doors and electrify them, saturate the area with Neurostun (or an Air Elemental's Powers) and wait (they either lose to the gas or later to the lack of oxygen, all you have to do is be patient).
Runners are too powerful? Box them into a room or corridor with suppressive fire (corridors are only a couple of meters wide at best, multiple security guards should have no problem saturating one with an almost continuous stream of Suppressive Fire - this doesn't have to hit but woe to the runner that steps into the hail of lead). Keep the runners busy and locked down until backup arrives (High Threat Response unit should be onsite in 10 mins max).
Have your computer ping your roving patrolmen every 5 minutes with a radiocode, codeword response expected otherwise you go on alert (if the facililty is extra-secure there might be a continuous radio feed of the guard's "health" status (using elementary sensors) to the security board, someone's heartbeat suddenly spikes, slows too much or stops and you go on alert (this has the added bonus that if anyone uses a jammer within the radio field you immediately know because you lose the signal to some of your men).
Runners are armed to bear and too big for your men to take down? Tell your sec mage to have his fire elemental(s) streak to the enemies location and engulf the guy with the biggest guns (he should back up the spirit(s) just in case there is astral support and not allow the spirit to be blocked or get caught up fighting, the elemental can even take a few wounds he's not there to fight, then the secmage can pull out and watch the fireworks as the runner's ammo cooks off).
Crusher Bob
So everyone in the military is an ass kicking, name taking, gum chewing bassass? It's what they are trained to do, after all?

Shadowrunners don't hit the place you are guarding everythursday.
Synner
QUOTE (Crusher Bob @ Feb 22 2004, 02:25 PM)
So everyone in the military is an ass kicking, name taking, gum chewing bassass?  It's what they are trained to do, after all?

Actually no, its not what they're trained to do. If you've been in any Service you would know better.
QUOTE
Shadowrunners don't hit the place you are guarding everythursday.

Let me ask you this then - Who but shadowrunners (and their corporate-affiliated black ops equivalents) are going to hit the assets you are guarding? Who are you especifically trained and equipped to stop? Who else could pose a threat and be interested in a secure corporate instalation? Why are you there at all?

If security staff didn't stand a chance of protecting a site and going up against this kind of threat the corps wouldn't use them. They would simply concentrate their most coveted assets in one or two sites worldwide and put them under the protection of a couple of high-powered FireWatch/Red Samurai/whatever companies.

And yes, you are correct, runners don't hit targets every day (although you'd do well to figure the economics and turnaround of a city with even 20 shadowteams playing the market); but that doesn't mean security staff aren't trained to defend themselves efficiently and effectively when they do. None of the tactics I describe above should be beyond the capacity and training of most security forces guarding vital sites. In fact I have even gone into the high-end integrated tactics a well-trained and equipped security force could use, just the run-of-the-mill stuff guys down at generic Mitshuhama Research Lab 2355-b would use in any given emergency.
toturi
QUOTE (Synner @ Feb 22 2004, 10:36 PM)
QUOTE (Crusher Bob @ Feb 22 2004, 02:25 PM)
So everyone in the military is an ass kicking, name taking, gum chewing bassass?  It's what they are trained to do, after all?

Actually no, its not what they're trained to do. If you've been in any Service you would know better.
QUOTE
Shadowrunners don't hit the place you are guarding everythursday.

Let me ask you this then - Who but shadowrunners (and their corporate-affiliated black ops equivalents) are going to hit the assets you are guarding? Who are you especifically trained and equipped to stop? Who else could pose a threat and be interested in a secure corporate instalation? Why are you there at all?

If security staff didn't stand a chance of protecting a site and going up against this kind of threat the corps wouldn't use them. They would simply concentrate their most coveted assets in one or two sites worldwide and put them under the protection of a couple of high-powered FireWatch/Red Samurai/whatever companies.

And yes, you are correct, runners don't hit targets every day (although you'd do well to figure the economics and turnaround of a city with even 20 shadowteams playing the market); but that doesn't mean security staff aren't trained to defend themselves efficiently and effectively when they do. None of the tactics I describe above should be beyond the capacity and training of most security forces guarding vital sites. In fact I have even gone into the high-end integrated tactics a well-trained and equipped security force could use, just the run-of-the-mill stuff guys down at generic Mitshuhama Research Lab 2355-b would use in any given emergency.

Negative! You are dead wrong! If sec guards are so well trained and so well-equipped as to be comparable to say the Marine Embassy details or even the Federal Marshals, then let me ask you: Do you know how expensive that is? You think it is economically viable option to defend all your facilities to that extent?

The last time I heard the US government was losing money. I do not see a for-profit corp spending those amounts of money. Also here's a news flash: Who controls/or are closer to the finances of a company? The sec guards or the accoutants? You think the accountants would want to cut the finance department or the security department? Why are you having so much training? Why did you buy so many weapons? Did it matter in this or that intrusion of the facility? You spent so much money in training yet you are being intruded. Where is the returns on the investment on security? We are still being stolen from!

I don't think you have ever been the security/military business before. Or rather not been to a budget session in the business.

With regards to the highlighted portion of your post, your sec guards are trained just enough that if the opposing Johnson goes cheap and hires a bunch of rank newbies or off the street gangers, they can handle it, not against real pros. And since you already did say that those tactics were the ones employed by the well-trained, I really do not see your point.

However, it is still your game but I think I've made my points.
Synner
QUOTE
Negative! You are dead wrong! If sec guards are so well trained and so well-equipped as to be comparable to say the Marine Embassy details or even the Federal Marshals, then let me ask you: Do you know how expensive that is? You think it is economically viable option to defend all your facilities to that extent?

First, I'm using canon references and I'm backed by material in several sourcebooks (namely Corporate Security Handbook, Lone Star and Corp Download amongst others).

FYI - A fully trained specialist soldier costs the US Army 10k to 12k dollares not counting gear. A rank and file infantryman costs around 8,000 dollares. 4-5000 for your average National Guardsman over the course of 4 years.

Even if it "loses" money (which is a silly thing to say since by that logic all government spending is a "loss") on it I don't see the US stinting on either. There are reasons why and they apply just as well for megacorps as they do for governments.

QUOTE
The last time I heard the US government was losing money. I do not see a for-profit corp spending those amounts of money.


Well, it's a choice between having a security budget of 10 billion nuyen worldwide divied up amongst the operating overhead of multiple divisions or risk losing invaluable assets, personnel and technology worth many times that to your competitors. It's called an "arms race". If you don't do it you won't be able to keep up with the competition that does...

QUOTE
Also here's a news flash: Who controls/or are closer to the finances of a company? The sec guards or the accoutants?

Man do you need a primer in high finance and the business world.

Well the only possible answer to your question is: neither. The guys on the Board of Directors (or at most the shareholders) decide stuff like this independently of what either the accountants and the guards want. That's probably the worst counterargument I've ever seen.

Before they cut security costs, they'd cut their military assets. But the point is they don't have to cut either, they're that rich! Defense is as integral to doing corporate business in 2063 as it is for national politics today. Frag, Ares has more than 5,000 men (those cross-trained guys I mentioned before) in CFS alone.

QUOTE
You think the accountants would want to cut the finance department or the security department? Why are you having so much training? Why did you buy so many weapons? Did it matter in this or that intrusion of the facility? You spent so much money in training yet you are being intruded. Where is the returns on the investment on security? We are still being stolen from!

Sheesh, you really do need some insight into big business. I have no idea where you dug up all these misconceptions about how budgets are decided in multinational corporations.

Plus, you're mistakenly reasoning like a small size security company, you're not thinking like a megacorp that has more money and assets to protect than most modern countries (at least in the Sixth World).

Let me clarify something that you don't seem to have grasped. In the Sixth World Megacorps have full-fledged defense budgets. Megacorps have aircraft carrier groups and submarines. Megacorps field SOTA-equipped military divisions. Megacorps have orbital weapon platforms and nukes. Megacorps have multi-million dollar cyberzombies, combat robots and Spec Ops forces.

What's the cost of a fully rigger-equipped, multi-drone suite, automated defense guns and turrets, monofilament electric fence, paracritters, pressure sensor, laser FAB-reinforced walls, multi-spectrum camera system, central security control and 20-man well-trained security staff in 40 sites across the world compared to that? (which probably encompases less security than how Corp Download describes MCTs zero zones)

Of course, smaller corps can't afford all this, so they limit the resources they do have and make sure they're the best of they can afford or else they won't be around for long. Even megacorps scale there security operations regarding the "value" of the material/personnel/information which is being guarded but that's about it to make it more cost effective but they're not going to stint on security on stuff other corps are going to target.

QUOTE
I don't think you have ever been the security/military business before. Or rather not been to a budget session in the business.

Actually I've been a Lieutenant in a NATO-affiliated country, where during my service I was responsible for logistics, supplies and arms for a Battlion-sized mixed-force intervention unit during extensive multi-national field exercises (not the real thing but the logistics and cost evaluations are).

QUOTE
With regards to the highlighted portion of your post, your sec guards are trained just enough that if the opposing Johnson goes cheap and hires a bunch of rank newbies or off the street gangers, they can handle it, not against real pros.

Why? Gangers and wannabees are not going to get past the perimeter let alone on the grounds. Those paramilitary assets above aren't there just for show. If you read the material available you will note that several megacorps cross-train and exchange men between their military and security branches. Whether you play the game differently is another issue.

QUOTE
And since you already did say that those tactics were the ones employed by the well-trained, I really do not see your point.

Well, then you must have missed the bit where I said high-end integrated tactics as opposed to the simple tactical solutions I presented previously - which any run-of-the-mill security officer should have prepared his men for.

QUOTE
However, it is still your game but I think I've made my points.

Nah, this isn't my game. My game is street-level. This is just looking to SR canon for info on what to expect from the gameworld. Sorry, but at least I fail to see your points.
Aesir
I see corp security and shadowrunners as obvious antagonists. Both groups are keeping in pace with the other. I can say that without any game world or real world numbers to prove it, because it has to be that way.

White Dwarf. I think the route you´ve chosen seems to be a good one. The problem you now face, as stated, is that higher end jobs in that magnitude will make the runners prime target for many of the biggest power players in the sixth world. But wouldn´t it make for as many very powerfull friends? Throw in a few runs taking care of some dilicate personal buisness for a great dragon or something similar. Having a dragon or a corporate CEO waching your back will stop future targets from simply seeking you out and storm your hideout with a small army. On this level it will be important to be a part of the politics rather than an expendeble asset. Still deniable, but maybe inofficially suported by some bigwigs, so that other bigwigs will have to be cunning to take you out. Then your chalange will be to ballance who you piss of with who you make friends with. And as usually to keep from taking any wrong steps.
toturi
QUOTE (Synner)
First, I'm using canon references and I'm backed by material in several sourcebooks (namely Corporate Security Handbook, Lone Star and Corp Download amongst others).

What's the cost of a fully rigger-equipped, multi-drone suite, automated defense guns and turrets, monofilament electric fence, paracritters, pressure sensor, laser FAB-reinforced walls, multi-spectrum camera system, central security control and 20-man well-trained security staff in 40 sites across the world compared to that? (which probably encompases less security than how Corp Download describes MCTs zero zones)

Sorry, but at least I fail to see your points.

Corp Download states the level of security a megacorp would have (in the Running Against sections). Most are rated Equal if not Superior to a normal (I would define normal as chargen) runner team.

How expensive was it to have your street sam implant his cyber? 123 BPs? Roughly half a million nuyen give or take. And if the opposition is Superior, considerably more. Every sec guard has at least 1/2 million nuyen.gif spent on him.
And how much were you paying your guards? 1K nuyen.gif per month?

In my country, an basic infantryman cost roughly 10K a year and that's minimal training. A barely-pass for everything. And these guys are conscripts too, they work cheap!

On the other hand, how much are Lone Star cops paid? How many LS officers have cyber? They do!? When running into megacorps, I use the stats for the mega in question. However, I was thinking of security of those A/unrated corps that are a dime a dozen and should possibly take up a substantial amount of your business.
BitBasher
QUOTE
And if the opposition is Superior, considerably more. Every sec guard has at least 1/2 million  spent on him.
In all fairness that 500k worth of cyber probably costs the mega 20k because they manufacture it. The doctors are on salary too.
Synner
QUOTE (toturi @ Feb 23 2004, 02:09 AM)
QUOTE (Synner @ Feb 23 2004, 02:22 AM)
First, I'm using canon references and I'm backed by material in several sourcebooks (namely Corporate Security Handbook, Lone Star and Corp Download amongst others).

What's the cost of a fully rigger-equipped, multi-drone suite, automated defense guns and turrets, monofilament electric fence, paracritters, pressure sensor, laser FAB-reinforced walls, multi-spectrum camera system, central security control and 20-man well-trained security staff in 40 sites across the world compared to that? (which probably encompases less security than how Corp Download describes MCTs zero zones)

Sorry, but at least I fail to see your points.

Corp Download states the level of security a megacorp would have (in the Running Against sections). Most are rated Equal if not Superior to a normal (I would define normal as chargen) runner team.


Thank you for reinforcing my point for me. If you actually think about what you've just posted, you'll realize that you've agreed that:
a) Corp security forces are Equal to runner teams (whether they're starting or not is besides the point) - which contradicts your previous notion that they're just there to keep out gangers and wannabes. It also means they have skills in the same range as the players characters, they're as experienced as the PCs and they're equipped as least as well. What this means is you're supposed to consider the hardware, cyberware, skills and cash a runner team has and then give the Equal enemy the same range.
b) A starting runner/Equal sec guard is certainly not the "rent-a-cop" you were proposing above wether you like it or not. These are highly-trained individuals, loyal to the corp and good at what they do. They're trained to give the shadowrunners a run for their money (so to speak).
c) Note that the rules say that default individuals are Equal to runners. They're also more of them than there are shadowrunners.

Whether you play this way or not is besides the point. I'm justing that the published canon universe backs me up and not you - mainly in response to that silly "it's your game" comment. If you want to underpower the opposition you are free to do so but don't come out and say that that's the way things are.

QUOTE
How expensive was it to have your street sam implant his cyber? 123 BPs? Roughly half a million nuyen give or take. And if the opposition is Superior, considerably more. Every sec guard has at least 1/2 million nuyen.gif spent on him.
And how much were you paying your guards? 1K nuyen.gif per month?

BitBasher is correct. Your street sam (almost by definition) picks up his cyber on the streets which means he pays street prices. Corps get their stuff at cost. Furthermore, you're being narrowminded, there are many ways of Equating opposition which don't strictly involve uping their cyber to street sam levels. Give them higher skills than the runners or more tactical experience to make up for the less cyber and they're just as Equal. Give the site rigger the same level of nuyen in drones and automated systems and they're just as Equal.

QUOTE
In my country, an basic infantryman cost roughly 10K a year and that's minimal training. A barely-pass for everything. And these guys are conscripts too, they work cheap!

I have no idea what it costs you guys, in my country it costs about 4000 euros and the results are crap. What's your point?

I take it you've decided not to address the whole issue of carrier groups, submarines, orbital weapon platforms and cyberzombies because it doesn't fit with your perception of the game either?

QUOTE
On the other hand, how much are Lone Star cops paid? How many LS officers have cyber? They do!?

Actually yes. You should get the book. Lone Star actually co-sponsors (it doesn't give it) the acquisition of work-related implants. Regarding salary I'd say Lone Star cops probably make at least enough a month for a Medium lifestyle which is way more than you're giving them credit for...

QUOTE
When running into megacorps, I use the stats for the mega in question. However, I was thinking of security of those A/unrated corps that are a dime a dozen and should possibly take up a substantial amount of your business.

While stats and gear may be less than Equal there's no reason why some of these guys have to be any dumber or less experienced than the megacorp cops. They've also got the advantage of numbers most of the time.
toturi
You are simply not getting it. If those sec guards have Canon stats, use them! If Canon says the sec team is a well-oiled machine(Ares Firewatch/Renraku Red/etc), then so be it. But I am saying unless otherwise noted, without any Canon sources for the specifics of the security opposition in question, this is how I see the run-of-the-mill security guards.

How well do you really know you platoon(as a lieutanant)? Do you think a unrated/A corp will be willing to spend time and money to train their security to military levels? And as you said the results for the military are crap, so why would the corps want to spend money on crap? These are my arguments against the thinking that the guards are as well organised/trained as the runners.

My use of the Lone Star officers are to establish a baseline example for lower rated corps security guards.

I've nothing Canon that says anything specific about the tactics and strategies of generic security guards. They do not say how well they know each other, they do not say how often they train with one another, or how liable they are to trip over each other's shoes.

Everything that I've stated say that unless otherwise noted in Canon, security guards are rent-a-cops hired to keep out the rabble. And I have not read anything Canon to say otherwise. Corp Download specifies the individual megas, I do not have Corp Security Handbook or Lone Star. The other book that I have that specifies security is SOTA 2063.

And for the last time, unless otherwise stated specifically in Canon that so-and-so security company or XYZ corp has security guards that are well trained/non-bunglers/non-incompetents, I will extrapolate from the rent-a-cops of today.

Edit: So unless Corp Security Handbook explicitly states that generic guards are as well-oiled/smart as the runners, it is not Canon that they will be. Some may be, others won't. And extrapolating from the rent-a-cops today, a lot won't.

For your information, I never had anyone question my Canon-ness before. I find it amusing and surprising. Most of the time, people question my strict adherence to Canon. biggrin.gif
Watchman
Umm... maybe this has been pointed out before (I didn't go to the trouble of reading all the four pages inbetween), but wouldn't there be a "full spectrum" of security services available on the market ? It's not like a shopping mall needs to prepare for the kinds of attacks that high-end research labs or important corporate offices have coming sooner or later, and thus is going to hire just those donut-munching barely-trained three-penny slobs (well, not really, at least if the sec guards around *here* are anything to judge by) mostly to check gang violence or similar. Market and demand, remember ?

Likewise, most corporations are unlikely to spend a whole lot of money defending facilities that do not contain anything particularly important, while at the actually vital sites the security's going to be as draconian as possible within the limits of budget and the environment (zero-zones are a tad difficult to create around the head office downtown...).

Still, they have a certain "feudal obligation" to see to it that their employees don't get shot at or blown up by the assorted wackos and psychos of the Sixth World, so you'd imagine even regular office buildings and basic manufacturing plants were equipped to at least hold out against major gang attacks or whatever until reinforcements arrive, be they the corporation's own troubleshooters (bad pun intented) or provided by an external agency.
BitBasher
QUOTE
My use of the Lone Star officers are to establish a baseline example for lower rated corps security guards.
Thats probably a bad idea since Lone Star is a top of the line AA multinational extaterrotirial megacorporation. They will be right at the top of the pile.
RedmondLarry
When Lone Star or Knight Errant is awarded a contract by a City to provide a specific level of police services to the city, it is because they are the low bidder. They will hire and train the cheapest work force they can get by with to meet that level of police services. If they do a good job controlling costs, AND there aren't any mob wars or gang wars that cause a lot of overtime, they'll make a profit on that contract. They have long experience making profits on such contracts.

A city will not write into their contract a level of police services that they aren't willing to pay for. Politicians won't get re-elected if they waste the taxpayers money on unnecessary services.

Current practice in police services is to have large numbers of low-cost uniformed police visible on patrol, and high-threat response (HTR) teams standing by. The salary, training, and gear expenses for HTR team members is much higher than the expenses for a uniformed patrol officer. Some of the primary activities of uniformed officers is to be visible on the street, write traffic tickets, respond to domestic disputes, take reports of minor property crimes, direct traffic at accident scenes and construction sites, and provide security at major sporting events. Most will not fire their weapon in the line of duty during a contract year. Good police services are essential in modern cities, but the majority of police officers are not equiped or trained to handle the threat posed by a Street Samurai or Combat Mage.

Current practice in security services for most corporations follows the same thinking. Many low-cost uniformed security guards (possibly contracted from LS or KE), HTR backup (often contracted from LS or KE). Mega-corporations are more likely to employ their own security than to contract to Lone Star or Knight Errant.
The White Dwarf
Id just like to point out that the People part of a run is never the issue. Runners can and will know about them and their capabilites beforehand, and can easily plan around them. In fact, people are usually the least dangerous part of any run. The hard part is planning so that all that non-person stuff mentioned doesnt stop you. You can see people, you cant neccessarily see the gas-dispension system, etc.

This is why higher end runs can become cumbersome to run everytime. Theres simply too much security technology in place to plan around. One offs with it are fine, but every run would become tiresome. This is why Ive chosen to try and take a different approach with high end, by attempting to stay away from the "infiltrate the castle" approach to runs; at least until I see some suggestions of how to streamline the whole bypass security planning. Not to make it any easier, but because if its not fun why play, and spending 3 sessions planning each run isnt fun.

As far as how 'good' security is, its relative to the location. There is no broad scope classification of security. In various books youll see stats with rating 3-5 stuff and a few basic cyber mods, then youll see something with rating 6-8 stuff and military grade gear. Its relative to the place youre hitting. Lone Star is quantified in New Seattle, as a known value, also in a few modules iirc. Random security teams may be crack trainees, but any runner with the Security Procedures knowledge skill or Security Design knowledge skill can look at a facility and the gaurd placement, and roll to predict what the guards will do, as per SOTA. Augment with some magic and a little decking, and you can get a fair idea of what tactics you will be facing most of the time. This gives you an edge, even if youre equal to start with, because Runners by default have the element of surprise and unknown objectives on their target. So, good secirty, bad security both in their own areas; but good runners will have the edge no matter how trained the guards are, which is why runners are paid the big bucks to do what they do.
Siege
It's always easier to be proactive than reactive.

-Siege
sidartha
Another point to bear in mind is that shadowrun is a game where dice are king they are the alpha and the omega of the game and that is where the runners have the advantage.
For example: In a run a few years back we had to infiltrate a heavily defended walled facility. our advantage lay in the small fact that one of the guard towers could be seen from the outside, we had a decker that could double as a sniper with a silent rifle. he took out the guards in the tower because quite simply he could throw more dice to damage the bad guys than they could to resist the damage.
With the tower negated it was a simple matter to put some one in that tower and have him answer the radio calls we had been monitoring for the last three days. Get in, Get out and Get paid.
As siege said it's easer to be proactive than reactive and also remember the guy who shoots second has to do so with wound penaltys
This is Devil's Advocate, signing off.......
Mr. Woodchuck
one must always keep in mind that no matter how omnipotent the security at any installation there is another related installation with much lower security that you can infiltrate to establish an identity that allows you to walk right in the front doors of said citadel. with a little planning and forethought nothing is completely secure.
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