QUOTE (Stalag @ Oct 6 2011, 06:03 AM)

Let's see that the rules say about obeying the rules....
Okay - so maybe that doesn't say anything about GM has final rules decision vs "everything must be put to a fair and democratic vote"... but that's my favorite section of all the SR books. RAW that says "screw the RAW"

Well, if they gave that same authority to the players, everything would be fine. Sorry, I said I would stop.
@hyphz:
I think what people are getting at is that you SAY you are trying to use the advice, while actually finding lots of reasons for yourself why not to. That's... a very common psychological thing to do, but this is just a game. You shouldn't be stressing out over it, but you should be aware that GMing for various systems can be learned, by applying methods and techniques (which are hopefully proven effective). SR is a far from perfect system, and it takes different methods than D&D, for instance. (And especially than that game that doesn't actually exist, because that is nothing more than a streamlined combat engine, something SR is decidedly not.)
QUOTE
Also your characters were running the gauntlet with other awakened folks in the club - if anyone were to astrally see some invisible dude sneaking into the club (especially if they saw the hardware, which is OTT for typical Johnson meet/personal protection scenarios), they might discretely alert club management, or might even strike preemptively on someone who, from their perspective, is probably about to commit an act of terrorism and put a big downer on their night out. Turn the tables - if your team were waiting for a meet in a bar and saw someone smuggle some heavy duty hardware into the place, you might decide it was safer to go preemptive on their arses.
This I would disagree with, for several reasons:
- IF you see someone smuggling automatic weapons into your club, you should be worrying about the safest things you can do. The first should be calling the star, or whatever agency is acting as the police, with detailed information as to what is going down, all the while hoping they don't just storm into the place with SWAT teams.
- if this is an illegal establishment, or generally a hideout for illegals, and you can't call the star, then you either have to ask yourself whether you have at your disposal security personel that can deal with a threat like that, or whether you don't. Specifically, whether you really want a drawn out firefight IN YOUR CLUB!
- Personally, what I would do is sound the fire alarm, potentially including sprinkler/the fire suppression system. It's really the only thing you can do if you don't have a stun-bolting mage at your disposal. The fire alarm might not tip off the potential terrorists, while still poviding a decent chance of foiling their plans. Now if you think that they are just going to shoot everyone there is nothing much you can do, anyway. You bring in what security you have and hope they can deal with it once the chaos has started.
- If you have any indication that the people with the heavy hardware might be runners, I believe an elaborate bluff might also be in order, as in: You talk to them, reveal that you know that they have smuggled stuff into the club you don't like, and make it sound like you are only holding back for politeness (or business) reasons.
Upon re-reading, I see you were talking about random guests... now... I think many people have a lot of reasons not to want to be the ones to start the fight. As the GM, you can obviously always drop a powerful mage into a club, because they also have to hang out somewhere, BUT... well, maybe that's actually not such a bad idea. Put a vigilante mage in there who simply stunballs the group, or tries to, anyway

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Player 1: I think we don't get enough cash and karma for our trouble. I propose we each get 100 karma and 1 million new yen per run. All in favor?
Other Players: Hell, yes!
GM: Groan
Smells of powergaming to me ...
Smells of wilfully misinterpreting my arguments to me...
Obviously advancement rewards are GM territory, too, because that belongs to the scenario. Although actually some games do actually include the group. For instance, the group votes on who gets roleplaying rewards, fun moment rewards, etc., which is really a far better way of doing things.
Look at it this way: You demand that the players trust the GM, but why shouldn't the GM trust the players?