QUOTE (PoliteMan @ Jun 15 2011, 05:59 AM)

I can't remember how many times I've heard GM's say this and it bugs me every time. It's obvious to you because you're the GM and you create the world and the NPC interactions. Essentially, the world works the way you think it should, unfortunately, very few players know what the GM is thinking.
That's pretty much what the GMs mean. However, I'll give an example in my game. After avoiding the initial SNAFU, they wound up at the Troll Underground for public showers (they'd been in the sewers) and to get up top to proceed to their rendezvous point. They found Lone Star blockading the stairs, and a large group of disgruntled looking Trolls and Orks. Their first attempt at solution was to spoof a request for help for a nearby unit. The techno's digging on the commlink betrayed that these guys had orders from the top man in the city specifically. Their idea was good, and normally would have worked, but I'd left evidence that it would likely not work on them even if it was a real request. They tried it anyways (it could have worked), but the techno rolled too low to pass it off properly. Then I had to recite twice more exactly what they were dealing with: Lone Star blockade, and disgruntled Trolls and Orks. I could have been a real tool and put agents on the offices' commlinks.
There were no marked exits that they could have used besides the one the Lone Star were blockading that would let them reach the rally point in time (they did ask, and the Troll Underground is always changing, being excavated, and new paths being discovered). They could have tried to hobnob and find an unmarked route; the face could have tried actually socializing instead of acting like a catty cheerleader. Before too long the techno figured out another solution: to start a riot. Some issues the players would not have actually known that were affecting them: When they initially left the site of their run, they had been chemically marked by Lone Star and were being tracked (until they took showers), Lone Star patrols (not the blockade) had been given descriptions of them (they weren't the only runners in this predicament) due to the run being compromised beforehand (details still sensitive so I can't reveal yet).
I do understand that there can be 5,10, or 100 solutions to any given situation in Shadowrun. I don't try to force my players into a particular solution (shoot them, hack them, slip them a slap patch, talk/bribe them into submission, etc.). I try to arrange situations for them to play through, and allow the world to act and react as 2070 likely would. Could a combat-focused or larger runner team have shot up that Lone Star blockade? Sure, but they'd have to deal with the fallout from it. Could the face have talked the teams way through? Sure, if he rolled well enough and lowered the threshold by mentioning certain topics that the NPCs would react to (I'll sometimes broaden this definition if the players are particularly ingenious in what they think up).
Something they didn't seem to pick up on throughout, that they were told after one reached the rally point, was that they specifically (along with plenty of others around the city) were being HUNTED by the person running the operation, either somebody high in the Star, or somebody pulling the higher-ups' strings. The player ignorance is founded on the thought, "This is impossible! The only way they could possibly do this is if they had some inside knowledge about what was going on!!" And the GM is basically making an obvious show that the antagonist "has a lot of inside knowledge about what was going on." In other words, the player is WRONG that the scenario is impossible. It's made possible BY that qualifier at the end. It's a series of red lights and red flags that the player ignores. In my case, not catching people red-handed during the allotted time meant that those people not ratted out by their friends go free from that attempted crime.
QUOTE (Brainpiercing7.62mm @ Jun 15 2011, 08:02 AM)

While I agree that a character can only grow if you beat him down, now and then, I think it destroys the fun if you actively disable a character all the time. (Not that I think you want to do this.)
I wholeheartedly agree. Let them be awesome much of the time (if they can hack it). Give them the opportunities.
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Every character has some things they do well, and it's a point of principle to use those abilities. Now depending on what that is, it's harder or easier to disable them temporarily. I caution against suddenly dropping a BC of 2 or more everywhere, and flooding the city with gay men, but you are right that occasionally you need to take a character out of his element - if you do it right, your players will in fact enjoy these experiences. However, it's really not necessary to do that just to challenge a character - simply face him with bigger numbers. The players should know the risks. Look at it this way:
It's ok to stick a wizard in an AMF now and then for kicks and giggle. It's not ok to put him in the AMF all the time, because ultimately he won't be having fun. I've seriously quarrelled with GMs in SR3 for putting high BCs everywhere, because it destroyed the point of playing a mage. I would have liked it if they had just given me opposition I could test my strength against, rather than first using outside influences to effectively debuff the character, and then bringing their "normal" mooks again.
I agree with you here. One D&D game I was allowed to play a pixie rogue. For some reason, most everything we went up against could see invisible and always spot me. The other players abused my character, and ultimately my character was captured by the antagonist and tortured to death. It was not fun for me and I said to hell with that group. There's no point in taking level adjustments if everything you go against negates everything you're taking a level adjustment for, and pixies have a big strength hit, and their small size reduces their physical damage quite a bit. I'm sensitive to my players in regards to such situations. However, when it comes to Background count, there's more than one use for it. Say your magician is facing a more powerful shaman. You try to get away, but the shaman has somehow marked you (an obscure spell?) and tracks you every step of the way. He chases you into a building, and your spirit shuts and blocks the door as he realizes that he's just stepped into a BC 4 aspected towards YOUR tradition and against his.
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The story doesn't need any boundaries. But it's true that characters who can do everything will not be having fun, and no drama will come of it. I dislike expressions such as anarchy in this respect, because you are giving it a connotation that doesn't belong there. I am also wary of how you define this: It is NOT anarchy if players have their characters do things you had not anticipated for them, or even walk away from your plot entirely. If that's what makes sense in the situation, then that's what should happen. If you scare them too much, then it's even smart to run away. And that's still the story, because the story is not what you envisioned, it's what the characters do. If you're a good GM, then that story will be fun for all. And if your players are good players, they will forgive you the occasional lapse, because they should know it's pretty hard to be a good GM. But the bottom line is, you're not writing the story, ALL of you are, together.
This goes in line with not writing plot for an adventure. Plot will ALWAYS be disrupted, unless you are a fricken genius, or a power-tripping GM. Write scenarios, which can have any number of solutions, and link them with a versatile mechanism such as the Three-Clue-Rule. Just don't make it too obvious.
Boundaries also equal dimensions. 1 dimension is basically just flat (left/right). 2 dimensions ads a top and a bottom. 3 gives depth. So on. Without those boundaries (dimensions), there is no definition, there's no motion, no story. The rules of shadowrun offer some boundaries, and the GM's job is to arrange those for the players to explore. Like erecting a wall that allows your players to speculate on what's behind it or why it's even there. A door to open, a window to look through, etc. As I wrote above, I don't try to invent solutions for the players, I try to invent situations and I let them go from there. Even if an idea doesn't pan out, I give credit and try not to penalize them for the attempt. 1 extra karma for an idea that might have worked, or maybe some street cred for attempting to protect somebody insignificant but failing. Now, if the player insists on hijacking a jet and flying it through Loftwyr's personal suite with guns akimbo, and does NOT get killed by security before they manage it, they should NOT be surprised when they wind up as a tasty dragon treat. Granted, they had guts to do that, but honestly it's just being a jerk player.
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I don't understand that. A character can't take from the story. A player can, but mostly by bitching and moaning, or by simple sabotage - doing intentionally disruptive things. However, it all boils down to what your players like to do.
One of my current players previously derailed one of my Changeling: the Lost campaigns. He was playing a street-doc type, and the players were in a club. Previously in this club, they'd had a meeting with somebody high up in the local changeling scene, and were given a wetwork mission (killing a fetch). He decided that he wanted to check the room they'd met in one more time and went up to the bouncer who was watching the door and asked him to get inside. Bouncer said no. Then he tried a bribe. Bouncer took the money and still said no. Then this non-combat character pulls a scalpel out and attacks the bouncer (a competent combat NPC). Bouncer restrains him while another bouncer calls the cops. The player decides to use an obvious changeling power, which the mundanes misinterpret as a failed chemical attack from some sort of terrorist. Player's character is carted off to Gitmo, and he's told he'll have to reroll but there's no time in the evening for him to finish and introduce his next character. It is only at THIS point that he mentions how upset he is that the bouncer they'd met when they went to the initial meet didn't let him through the second time. I told him it WASN'T the same bouncer the second time. He gets upset at me for not telling him, when he never asked. I've brought up several times since that it isn't MY fault that all NPCs look the same to him (the bigot!), and that he assumed without asking. Now, the story could have carried on a bit more, but the other players just sat around doing jack afterwards, and the game never carried on.
THAT is how a player can detract away from a story. This same player is currently the technomancer.
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So, bottom line: I think what you should have called the topic is "How to take characters out of their element?". That would not have triggered all the anti-power-trip-GM response, and also been more clear with what I believe you really want.
Perhaps, although sometimes it's not merely about taking them out of their element. While I don't intend to permanently gimp them, per se, I do have to consider what law enforcement and corpsec would potentially bring to bear, and demonstrate on NPCs of similar nature to the players in order to remind them of what might happen. I also need countermeasures for countermeasures, because the player of the techno has been known to, erh, 'procure' some of these countermeasures all on his own in previous games. Kind of like in the running list of no-nos, "I will not make a character with Astral Hazing and move within one block of the target simply so that we do not have to worry about astral barriers and wards."