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TheOOB
QUOTE (Neurosis @ Feb 21 2011, 04:47 PM) *
I have mixed feelings about l00ting. My team doesn't wind up doing a lot of it. By the end of most fights, they're too worried about getting out of there before the 'Star shows up to strip the bodies.


Or better known as, the GM has trained the team not to loot, whether or not the GM knows this. It's not hard to train your players.
CanRay
Yeah, I found putting a sawed-off broomstick in the rolled up newspaper speeds up the training considerably!
Neurosis
Well, nothing bad has ever actually happened to them as a result of l00ting.

I'm not sure how much of a result of training it is, really.

Except inasmuch as I have trained them to FEAR in general.
TheOOB
QUOTE (Neurosis @ Feb 21 2011, 06:08 PM) *
Well, nothing bad has ever actually happened to them as a result of l00ting.

I'm not sure how much of a result of training it is, really.

Except inasmuch as I have trained them to FEAR in general.


I find that it depends on players backgrounds how they do with looting in SR. Those with D&D backgrounds virtually always try to loot, those with little or no PnP background usually don't cause they see it more like a movie.

But yes, SR players should always be afraid. I try to foster that the other players are the only ones you can trust...and even then.
Teryon
Ive had a little D&D background, and Ive found that the standard type of 'looting' really isnt an option, at least in the runs we've had so far. Get in, get out, and if the bullets are flying get out *FAST*.

Though I do tend to grab commlinks alot; send 'em to the hacker for paydata or blackmail material, plus Ive got identities if I need to screw someone over real fast.
CanRay
Typically, I go for firearms due to movie experience. I loves me my John Woo, fire a pistol until empty, catch one dropping from a dead guy, and keep firing. nyahnyah.gif

Also, they'd be quick and easy to scoop up. CommLinks are also easy enough to grab. Just pull the battery out of them so they can't be tracked (Wave that RFID Eraser over them!), and see what's in the memory when you're in a static zone/Faraday cage.
PoliteMan
QUOTE (Teryon @ Feb 22 2011, 02:07 PM) *
Ive had a little D&D background, and Ive found that the standard type of 'looting' really isnt an option, at least in the runs we've had so far. Get in, get out, and if the bullets are flying get out *FAST*.

Though I do tend to grab commlinks alot; send 'em to the hacker for paydata or blackmail material, plus Ive got identities if I need to screw someone over real fast.

True. Looting is a little bonus you get when you pull off a perfect ambush and time isn't a concern. Any other time, a couple hundred in pawned guns isn't worth the time to collect them.
Ascalaphus
Most of the "stuff that isn't nailed down" shouldn't be worth looting. Guns at 100 nuyen.gif apiece? Not worth the time, bulk and trouble getting past checkpoints. A tricked-out Ares Alpha with all manner of clever mods? Sure, that makes sense to steal. You'll be busy for a month prying out all the hardened RFID tags, but it'll be a "Vera" when you're done.

What I'm saying is, looting a few special shinies is great, but looting like you're a vacuum cleaner isn't. Loot should be unreliable, and generally not factored into the expected payout of a run.

On the other hand, there can be fun exceptions. For example, in payout negotiations, Johnson can offer clues to where the good stuff is on the target location, as a kind of win-win payout. But even then, the value of the loot should be way less than the value of the run, otherwise how can he be sure the runners won't abandon the original mission and go all-out robbing instead?
nezumi
My general rule on looting is that flipping loot should generally net around 5-10% of the original value of the item. That means in order to compete with a $20,000 paycheck from the J, they would have to be bringing back around $280,000 worth of stuff. That's a lot of stuff. Because of this, my players almost never loot except:
1) It's a specific item which they're going to use (like the autocannon the enemy just 'dropped')
2) It's a few high-value, low-weight items
3) There are absolutely no time constraints.

If I crash a helicopter on them in the barrens and there's no backup coming, I fully expect them to pull the chopper apart for scrap if need be. But those are very unusual circumstances.

If PCs do continue looting despite this, check out the encumberance rules. How many ARs can a guy reasonably expect to carry without his combat effectiveness suffering?
CanRay
QUOTE (nezumi @ Feb 22 2011, 10:08 AM) *
If PCs do continue looting despite this, check out the encumberance rules. How many ARs can a guy reasonably expect to carry without his combat effectiveness suffering?

Drones, friends. They're your friends. biggrin.gif
Vegetaman
QUOTE (TheOOB @ Feb 21 2011, 11:37 PM) *
I find that it depends on players backgrounds how they do with looting in SR. Those with D&D backgrounds virtually always try to loot, those with little or no PnP background usually don't cause they see it more like a movie.

But yes, SR players should always be afraid. I try to foster that the other players are the only ones you can trust...and even then.


I have to agree... I started Shadowrun first, where time was of the essence, and picking up things that looked nice would end up screwing you over badly -- either in the short term or in the long run. Most of the people I GM for, though, come from D&D... Where they are used to looting every item everywhere and throwing nothing away.

Eventually if you bring enough heat down on them for their excessive looting and body count, they get the picture. (well, kind of sleepy.gif )
Inncubi
The answer to this is simple:

How do you want to play your game?

Possible answers:

-Characters are professionals, they call their price according to preestablished costs depending on the job they are called for. Just explain that this cost is more related to lifestyle costs, than shiny new toy, cyberware costs.
I use this way, and show the players a runner's document... that is... somewhere... on costs for jobs. As an example, wetowrk would be nuyen.gif 5000, plus expected opposition, let's go very strong -magical support and some three or four bodyguards with lethal weapons. Yes pistols and live ammo count for these-, another :nuyen:5000, plus it has to be done within the hour, another :nuyen:10000, and no one should know who did it/why he did it, another nuyen.gif 5000.
Medical and ammo expenses are covered by the Johnson, either in previously delivered equipment -hands out a few clips or regular ammo and medkits, for example-. These are seen as good faith prepayment offers.
Also if the run needs particular things, the Johnson should provide them (Need a boat, he pays for it, etc). These big costs should be delivered back at the Johnson. If lost during the run or too hot to be given back, he takes the hit for it.These may be negotiated as par tof the payment ("Nice, I got out that new Wasp personnal helicopter out of that run!").

I try to make that said prices charged are enough to keep the lifestyles. Their job costs (program degradation and such) are not taken as aprt of lifestyle costs. Except for high and luxury, but that is more a house rule and handwavium on my part than is necessary for this discussion.

This makes the gritty atmosphere I like going nicely and makes the runners thik of other activities for their characters. This tends to help character development.

-John Woo style, hand out loads of money. This will ensure characters can buy deltaware cyber and go nuts on crazy shopping sprees. Milgrade armour with enhancements is easily restored. High connections contacts are usual. Johnson can hook the players with military grade providers if they pull off a good job.

-Gang Style, they sweat for a damned used Ingram Smartgun. An Ares Alpha? Makes you the new boss on the mean, dark streets. Improvised weapons and chains are favoured in many cases, shotguns are some of the most powerful guns you can get your tattoed hands on.
Stealing vehicles is a way to increase the profits.

Prices were given only on the first possibility, and then only as an example, YMMV. Tailor it to your campaign and the player's wishes. I favour creativity for getting gear or toys instead of simply paying it via Master Card, others want simply to shoot things and get straight combat excitement.
Listen to your players, they are wise; but never sacrifice your fun just to deliver.
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