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Yerameyahu
yukami, while that is certainly a viewpoint, RPGs are fundamentally about advancement, and SR is built for it.
yukami
QUOTE (Yerameyahu @ Jul 18 2010, 08:06 PM) *
RPGs are fundamentally about advancement

there is just so much wrong with this statement that i might almost say i feel sorry for anybody who actually believes it.

i often describe myself as a spoiled gamer - the most prolific gaming of my life was done while i was in college, and i would say that at least 50% of the games i played then were one-shots, intentionally or otherwise. we used roleplaying as an avenue to exercise our creativity, to explore new ideas, to evoke emotion, to learn about human interaction by imagining ourselves in other people's shoes, and even to explore serious real world issues in a more forgiving setting. if i want the tedium of advancement and moneymaking, i'll just go get a job, thank-you-very-much

also, the rules for karma and character advancement take up approximately two pages out of what i would guess are about 1300 or so pages of rules. i would posit that the game is built for far more things than advancement.

(sorry for the derail, but i think that having enough money to support a luxuriant lifestyle is boring, compared to what somebody does when they don't have enough money to support a luxuriant lifestyle)
Yerameyahu
There is no way to refute my statement. RPGs are not free-form roleplay, and they're not wargames. They're Role-Playing Games. I didn't say they're *wholly* about advancement. I didn't say they're not about creativity, exploration, interaction, etc. etc. Neither did I say that advancement meant moneymaking, or tedium. Nothing about it precludes fun, creativity, and so on.

I said 'fundamentally'. At base. At base, 99.9% of Role-Playing Games are built with rules about advancement. This is not a controversial point. The vast majority of RPGs are not meant to be one-shots, as board games are.
DrZaius
QUOTE (yukami @ Jul 18 2010, 09:25 PM) *
there is just so much wrong with this statement that i might almost say i feel sorry for anybody who actually believes it.

i often describe myself as a spoiled gamer - the most prolific gaming of my life was done while i was in college, and i would say that at least 50% of the games i played then were one-shots, intentionally or otherwise. we used roleplaying as an avenue to exercise our creativity, to explore new ideas, to evoke emotion, to learn about human interaction by imagining ourselves in other people's shoes, and even to explore serious real world issues in a more forgiving setting. if i want the tedium of advancement and moneymaking, i'll just go get a job, thank-you-very-much

also, the rules for karma and character advancement take up approximately two pages out of what i would guess are about 1300 or so pages of rules. i would posit that the game is built for far more things than advancement.

(sorry for the derail, but i think that having enough money to support a luxuriant lifestyle is boring, compared to what somebody does when they don't have enough money to support a luxuriant lifestyle)


If you want to take a "holier than thou" position about how your gaming is "purer" than the rest of us and troll these forums I suppose that's your business, I'm just not going to respond further.
Inpu
Back to the original topic, would anyone else like to volunteer example pay from their game? If possible, please note job type clearly.
Daylen
I thought RPGs were about the bitches...
Deadmannumberone
QUOTE (Daylen @ Jul 18 2010, 08:01 PM) *
I thought RPGs were about the bitches...


No, RPGs are meant to destroy the heavy armor on the field.
Yerameyahu
Light armor, at best. wink.gif
Squiddy Attack
QUOTE (Inpu @ Jul 18 2010, 05:49 PM) *
Back to the original topic, would anyone else like to volunteer example pay from their game? If possible, please note job type clearly.


For our current run, our GM was generous enough to pay us 30,000 apiece. (We were shocked enough to do everything we could to make sure the credsticks weren't forgeries.)

The job in question was to steal a specific object from an Ares research facility and make it look like a simple smash-and-grab, probably another corp's work, to cover up the theft of a specific object the Johnson wanted. The object in question is a bolt of apparently magical silk. The group has several reasons to believe the Johnson is a well-disguised spider spirit, or something along those lines.

(Due to scheduling problems, cancellation, and general bad luck, we haven't managed to actually do the run yet, so I can't say if there are any nasty surprises waiting. Legwork revealed none.)
noonesshowmonkey
QUOTE (Inpu @ Jul 18 2010, 08:12 PM) *
Technically, yes it does. If a man has higher logic, he is smarter than a man who has lower logic. Ergo, he is more talented in that field.


Have you ever worked in the real world where plenty of people, especially the ones with lower logic, end up being your boss?

At no point ever (outside of maybe the Olympics?) has pure ability ever defined 'talent'. Having 'better stats' in no way makes someone 'better' at their job. It is by no means a problem - being talented is great... But being good at what you do, having experience, self confidence, and (most importantly) knowing people makes all the difference.

My games tend to be street level action with payouts at 3,000 to 5,000 per run for each runner involved. Johnsons do not pay a percentage of their budget, they pay as little as they can feasibly get away with. Starting runners are not really Shadowrunners yet, they are not gooey babes all covered in afterbirth, neither. They are former professionals and skilled individuals that are making the move into the bigger game. Until they gain some Street Cred, their paychecks are going to be small.

Who cares if they have a 6 agility and 6 firearms if their Street Cred is 0. The 5 agility, 5 firearms older, grizzled veteran with 6 Street Cred commands easily ten or twenty times the wage because he has been around the block.

There really should be a Quality that can be taken at character generation that insinuates a PC being already established in the Shadows, something that adds street cred. A mechanical way to define a PC that is 'professional' vs ye street punk on the up and up.
Yerameyahu
Well, more *skill* absolutely means more talent. You're arguing that talent doesn't *matter*, not that Stat+Skill isn't talent. smile.gif It's not a bad argument, though.
Abstruse
QUOTE (Inpu @ Jul 18 2010, 07:49 PM) *
Back to the original topic, would anyone else like to volunteer example pay from their game? If possible, please note job type clearly.

I tend to go in the ¥3000-10000 range per player depending on the difficulty. I might lowball them for something that's related to the characters' backstories or if it's something that seems really simple but adds into a major plotline (like Missing Blood...the players only get a grand each for it, but they're then embroiled in the whole Universal Brotherhood fiasco)
Mäx
QUOTE (noonesshowmonkey @ Jul 19 2010, 05:21 AM) *
Who cares if they have a 6 agility and 6 firearms if their Street Cred is 0. The 5 agility, 5 firearms older, grizzled veteran with 6 Street Cred commands easily ten or twenty times the wage because he has been around the block.

If thats the case then the first think i do in your game is find this guy and kill him, maybe after that you can admit i got talent.
Deadmannumberone
QUOTE (Mäx @ Jul 19 2010, 12:45 AM) *
If thats the case then the first think i do in your game is find this guy and kill him, maybe after that you can admit i got talent.


Then you got talent and several enemies.
Mäx
QUOTE (Deadmannumberone @ Jul 19 2010, 09:47 AM) *
Then you got talent and several enemies.

But atleast i can get jobs that actually pay sometink.
Cheshyr
QUOTE (Inpu @ Jul 18 2010, 04:06 PM) *
A lot of Runners who have expensive wares often didn't buy it themselves or took it as payment for the job, rather than money. As an option. Otherwise, I agree that a lot of money will go into overhead costs.

Again, I suggest people throw out their own numbers, even just from examples in their game.



We play weekly. My starting players are offered between 2k-5k each per session, with bonuses for secondary objectives that double payout, and occasionally getting potentially stiffed on payment by Johnsons unless they do their legwork. As the players get more established, I'm planning to allow payouts increase, but the jobs will also take longer. In the end, I want my players earning between 5k and 10k a week, with bonuses for exceptional performance. I also tend to provide non-cash rewards to players as a way to move the plot along, give them things they wouldn't normally purchase, and twist gameplay in interesting ways. These non-cash rewards are in addition to cash rewards, not in lieu of them.

I like keeping payouts on the smaller end of things, so players appreciate their good gear when they get it, and when a lucrative job rolls around, they are suitably suspicious. I also like to encourage creative income sources, although they can't be in the form of establishing a business. One of my runners recently returned to a run site because he saw an opportunity to steal the weapons of the local AzMart rent-a-cops. It only took an hour, but there was fire and Neo-Anarchists and a Shotgun, and many lulz. In the end, the player only earned 1k, after fencing the goods, but that isn't a completely insignificant amount of cash, and a good time was had.
Ghremdal
With the group I am GMing for I give payouts between 1000 and 5,000 nuyen.gif per head, when you average it over all the runs they have been on. Some runs pay nothing at all (in terms of nuyen), and for some they have been paid 10,000 per head. Last month (in game) they made about 20,000 nuyen.gif

As a player it depends. I enjoy playing games where the runners get paid pittance, wondering if you are going to make the rent and the loan payments. However I don't think that should be a constant thing. You should be able to get better gear as the game goes on. This is especially true for certain types of characters, for example Riggers. When your average drone is worth more then 15,000 nuyen.gif and your primary vehicle is worth 100,000 nuyen.gif getting paid 1,000 per run is not going to work for you in the long run, if there is a real chance that your drones/vehicles will get damaged or destroyed.

Plus unless the Johnson is paying for expenses, there are a lot of hidden "costs" to a run. Disguises, specific fake SINs, bribes, ammunition, medical rehab after, more bribes, chemicals, transportation costs, new SINs, fancy gadgets to perform a run, and bribes.

I think the ideal payment situation is if you can afford enough to cover expenses, and some upgrades; but after that are still scraping by month by month. For example if after paying expenses, rent, buying new drones/ware/focus you have 500-1000 nuyen left over each month. That means no nest egg and means you still have to be running.

Inpu
QUOTE (noonesshowmonkey @ Jul 19 2010, 04:21 AM) *
Have you ever worked in the real world where plenty of people, especially the ones with lower logic, end up being your boss?

At no point ever (outside of maybe the Olympics?) has pure ability ever defined 'talent'. Having 'better stats' in no way makes someone 'better' at their job. It is by no means a problem - being talented is great... But being good at what you do, having experience, self confidence, and (most importantly) knowing people makes all the difference.


"A man rises to the level of his incompetence." In no way does that prove the boss has more talent, though he does have experience. Trust me, I am not saying a new face will be paid as much as a known professional, but the fact is that a person with higher stats is more likely to succeed and is more talented. Whether or not this is recognized is another matter entirely. Some people are just better at things than others, and one's station in life depends on a larger number of factors. Experience, knowing people, so forth is important, but does not say someone is more talented than someone else. By the system, those people, if runners, will often have better stats as well as reflected by Prime Runners. One also has to account for different fields: maybe the boss is above a character because he has better social stats? A Runner can't be everything, after all. Master of their own field at the expense of other ones.

But that is neither here nor there. Thank you for your assistance.

QUOTE (Ghremdal)
When your average drone is worth more then 15,000 nuyen.gif and your primary vehicle is worth 100,000 nuyen.gif getting paid 1,000 per run is not going to work for you in the long run, if there is a real chance that your drones/vehicles will get damaged or destroyed.


My players usually do resource raids for parts on behalf of their Rigger while trying to get ahead. After all, they want the Drone backup.

It seems more people give a range rather than have something specifically in mind for job types.
Cheshyr
QUOTE (Inpu @ Jul 19 2010, 05:35 AM) *
It seems more people give a range rather than have something specifically in mind for job types.

In general, I find the Shadowrun economy to be unsustainable. Since it will never make sense anyway, and the point is to have fun, I prefer to use cash as a mechanism to manage player power levels. SR doesn't have a leveling up mechanism, but that type of progressive reward structure can create motivation in players that refuse to be story-driven. As cash rewards increase, they get access to better gear, which can feel like leveling up. I create a range of values that I think are appropriate for their 'level', and then choose a value within that range based on the difficulty of the job. The median value of these ranges increase with time, giving the feeling of progress.
Mäx
I think by going with the conversion rates used by the system, every run should pay around 2,5k nuyen.gif per point of karma earned in the run, unless you want your awakened characters to begome even more OP then they are as the game progress. So that would be about 25k nuyen.gif per run.
Doc Chase
Why not bring Street Cred and Notoriety into the equation? Take the original table and multiply it by the average of Street Cred and Notoriety, round normally, minimum of X1 multiplier.

Wetwork is worth five grand a head for a head. Neophytes get that amount, and as their street cred goes up they start getting paid more - the jobs get harder, the legwork gets more extensive and the payouts increase. Notoriety can tell the Johnson a story of how the team gets the job done and change the types of jobs they get, and when someone lays low to let the heat die off (burn cred to get the notoriety down) then Johnsons forget as well, and the payouts get dropped.
Inpu
That sounds like a reasonable system, actually. It scales up quite nicely and gives another benefit for hoarding Street Cred.
Yerameyahu
Possibly Cred/Notoriety should correspond to a multiplier, instead of simply multiplying by Cred; that could get too high, too fast. YMMV, playtest it. smile.gif
Doc Chase
QUOTE (Yerameyahu @ Jul 19 2010, 04:28 PM) *
Possibly Cred/Notoriety should correspond to a multiplier, instead of simply multiplying by Cred; that could get too high, too fast. YMMV, playtest it. smile.gif


I prefer the average of the both of them. I thought about subtracting Notoriety from Cred to reward slick teams as well. Averaging also ensures you aren't going to start getting larger payouts for basic jobs until you're about 3-4 Cred in, which means a few months of play. Yes, they could blow up a skyscraper to bring it in early, but I don't think they'd get suave jobs after that. nyahnyah.gif

I like the multiplier idea as well, to be honest. My trouble right now is figuring out how to set up the multipliers themselves - how long does your average 'running team last? Street cred of 10? 20?

Maybe increase the multiplier by 1 for every 3 points of (Street Cred + Notoriety)/2.
Runner Smurf
Examples from my game. As a GM, I appreciate the problem - the what the heck does the team get offered? question has caused me some head scratching when writing my own runs (which is most of the time). With the radical change in costs in 4e (particularly vehicles and decks/commlinks), older sourcebooks are of questionable applicability, and my intuition from running years of 2e/3e games went out the window.

In my experience, and judging from the "If you do X in your game, it is different from how I do it and therefore you are playing it wrong. Plus, you are mentally deficient, of dubious heritage, and probably molest children," comments that this thread has spawned, a lot of the money question depends on the style of game you play. In general, I aim for a given character to clear between around 10k per run in profit on average, but there is a lot variability.

My advice is this: if the players have enough money to buy anything they want, you probably need to scale things back. If they don't have enough money to afford a safe house or ammo, you might want to raise the payments. If the players get really excited when they save enough money to buy that piece of cyberware or vehicle, you are in the right area. A little player grumbling: good. A lot of player grumbling: bad.

Notes on my game style and assumptions:
  • Starting characters are beyond-the-norm types, with some experience. Maybe not in the shadows per se, but they've been around the block.
  • Runners are in a high-risk profession. They have to be paid commensurate to that risk. If the pay scale is too low, they'd join a gang or become security guards (if it's an option), or just boost cars all day.
  • There aren't that many real runners active in a given area. Less than 100 in Seattle. A whole lot of pretenders and wanna-be's - not many professionals. Demand is relatively high, supply is relatively low. Therefore, price is high.
  • Most runs are not simple one in-game day affairs. They typically take place over several days, or even weeks. Typically can execute 2 runs per month.
  • For various reasons (on-going plot threads, screwing by Johnsons, etc.) the team doesn't get paid for a run about 1/3 of the time.
  • Runs typically have fairly high costs - vehicles, SINs, weapons, etc. are often burned or destroyed. The team often brings in support via contacts that have to be paid as well. As I see it, part of what makes a good team is their ability to keep expenses down...and knowing when they should pay for things.
  • I use a "cash-for-karma" rule for my awakened types: 10k nuyen for one karma, for use for Awakened-related activities, except for raising their magic stat. (I'm considering dropping it to 5k.)
  • My group averages about 1 session per month. Sometimes 2 a month, sometimes every other-month. I try and keep the in-game date advancing at the same rate as in real-life, but if we don't play for a month or two, I "pause" things.
  • We have between 4 and 6 players for each session - PCs without players are assumed to be unable to participate for whatever reason. I try and match the threat to the number/capabilities of the team. If both hackers can't be there, they won't be needed. And if the mage isn't there, I'm not going to throw a bunch of spirits at them.


A little more detail:
The team is getting offered between 50-70k per run, or about 10-15k per team member. Offer is low if the Johnson thinks the team will view the run as low risk, or won't take much time. Things go to the high end if the Johnson is under pressure, he knows the run will take some time, or if the team will think the threat is high and will need extra compensation. As the team's street cred goes up, the Johnson's may offer a bit more, but I figure most of that advantage comes out as a bonus in the negotiation test. A lot of variability too: One run (full team of 6) was 100k for two weeks of work. Other runs are for free.

The team has a pretty good face, so he often negotiates the fee up 10-25%. Which I'm fine with - that's one of the key things faces are supposed to do.

My players are also pretty good at identifying ways to make additional money during the runs - selling software (the hacker codes some specialized utilities from time to time), looted kit, intel, random blackmail, etc.

Really big (50k+ per runner) paydays are rare, but they are possible, but typically require extended prep work with multi-session runs.

At the end of the day, I try and work things so that each player is looking at potentially clearing around 20k a month. After burned/damaged/destroyed gear, medical care, etc. they are probably making around 10-15k on average. Which is enough to buy goodies, and save up for big stuff. If they do really well on a run or two, they might end up with 20-30k. If things go badly, they may not have enough to pay lifestyles. I'm fine with either.

Again, a lot of this is game style, and I'm still working my way through how 4th edition campaigns work over time.
LurkerOutThere
I tend to pay as much on time involved as much of anything. I have no set system as people in the shadows often don't communicate and establish a set system, some organizations pay very well, some organizations pay very poorly, all have their uses.

Someone asked for numbers so I would throw them out.

For my now very experienced teams inaugural run I paid them 20k, or roughly 3k a person for live capture of a hostile subject. There was an additional modifier for the recovery of a significant amount of contraband intact. This was for a one night job with decent intel (they new what neighborhood the target was in, they just had to track him to his final location) on the way they plused up their money by at least partially betraying their employer but their face concocted a story that they still got paid the recovery fee.


I have had Damien Knight pay them 120k (15k a piece) and upgrade their ware to beta as "shut up and go away" money after they stumbled on to a Ares facility in the Rockies infested by bug spirits. Before anyone freaks out, there were very good reasons at the time for not killing them and dumping their bodies in a snow bank.

Their current mission involves escorting a person who they now know is Aden through the middle east in her human form. They were paid 300k for the job divided amongst 8 people for what was expected to take about a month. Room, board, and many gear expenses were paid by the client. The team actually thought this was a little low, which honestly in some ways it is, but opted to do it as a working vacation and as a favor to a contact who's done them a solid in the recent past.

All my PC's are currently in varying degrees of capable of retiring, but most of them have decided that they run the shadows for more then just money. Some are adrenaline junkies, some have personal long term goals better served in the shadows, some because their only choice of retirement involves taking over a syndicate or buying a controlling interest in a AA or better mega.

So here are my rules of thumb on payment
A) Unless a fixer has reason to do so otherwise always pay the group not the individual runners. A good runner team knows how and why to split their money and your J. or Fixer doesn't care how that happens.
B) A J or fixer will always rate their willing expenditure on something and then quote a number significantly below that, pocketing the difference.
C) Unless there is special circumstances involved a J or Fixer wants the mission to succeed and will pay what's necessary to make that happen.
D) In the shadows you can have things fast, cheap, or good quality, but you have to pick two.

Typically for the level of professionals my runners are I figure unless their being asked to do the job by a known friendly contact (which lowers the risks signifigantly in most cases) it takes a bare minimum of 10k per person to get them interested. But as others have said I run a fairly black trench coat game. The runners maintain extra safe houses and weapon stores and as much as possible try and have on hand gear for most situations ahead of time. They have started to run their team as a business rather then just a group of people who meet to commit crimes.
noonesshowmonkey
I think that a good measurement that is coming up in this thread is a Runs per Month / Income per run = Income per Month.

My games tend to have 2-3 shadowruns per month, as they are rarely the black trenchcoat types that take weeks of pre-planning. My game isn't HEAT.

The runners pull in 3-5 or 6 grand a run and have to cover their lifestyle and personal expenses (ammo, gear and medical), and generally end up with around 5 to 10 thousand a month net income. This scale is affected by a Street Cred multiplier. A high Team rated group can expect to make four or five times this. My view on big time rewards - big ticket items like 500,000 nuyen betaware etc. - is that they come more through plot, and less through spending cash.
Yerameyahu
Haha, I think that's (runs/month)*(income/run), but yeah. smile.gif Monthly income matters, versus raw income, because players are getting charged lifestyle.
yukami
QUOTE (DrZaius @ Jul 18 2010, 08:36 PM) *
If you want to take a "holier than thou" position about how your gaming is "purer" than the rest of us and troll these forums I suppose that's your business, I'm just not going to respond further.


umm, i'm not trolling, i'm saying that a myriad of factors influence the details of a game, and that depending on what the GM wants to do with his game, the payment should reflect that. if you want to run your players down into the gutter, pay them less and see what they do to make ends meet. if you want to see what happens to low-lifes who land a windfall and see what they do with it, pay them more. if their employer can only afford a certain amount of money, then he bloody well can't pay them more than that; or he can offer more and then screw them over later. there are all sorts of reasons for someone to do something or not - if getting money for new toys is the only thing that motivates either a player OR a character, i do that that is pretty short sighted and unimaginative.

i've spent the majority of my working-life working for no money, but i always come away with more than i would have if i had just been getting a paycheck. "work" is not synonymous with "employment" for everybody, and EVERYBODY has to work for something, even if that work doesn't fit within the economic system that is standard for society. i was disputing yerameyahu's implications that money is a necessity for furthering goals, and that advancement of power level is what RPG's are fundamentally about.
Yerameyahu
Even street-level games (which are recognized as a *variant*) mean you need money. smile.gif No one said that you shouldn't fiddle with payments, and *I* certainly didn't say (or imply) that money is a *necessity* for furthering goals. It's just fundamental to the function of the game, that's all. If the TM's getting karma and the hacker's getting no money, that's not fair. Anyway. smile.gif
Tymeaus Jalynsfein
QUOTE (Doc Chase @ Jul 19 2010, 09:34 AM) *
I prefer the average of the both of them. I thought about subtracting Notoriety from Cred to reward slick teams as well. Averaging also ensures you aren't going to start getting larger payouts for basic jobs until you're about 3-4 Cred in, which means a few months of play. Yes, they could blow up a skyscraper to bring it in early, but I don't think they'd get suave jobs after that. nyahnyah.gif

I like the multiplier idea as well, to be honest. My trouble right now is figuring out how to set up the multipliers themselves - how long does your average 'running team last? Street cred of 10? 20?

Maybe increase the multiplier by 1 for every 3 points of (Street Cred + Notoriety)/2.


For Comparisons... I have a character that I have been playing almost exclusively for a little over 2 years... He has 302 Karma and no Notoriety... His Street Cred is 30, and his Public Awareness is 10...

I can command a pretty impressive figure for a run... and have in the past... But, even recently, I have been payed in the low 10-15,000's nuyen for a job... on the other hand, my biggest payout was the 1 year long campaign leadup to the zero-zone raid that was done on Spec. In the end, we netted a comfortable 7 figure amount, split 6 ways... it was just enough for me to upgrade my Cybernetics to Delta Grade (after trying to locate a facility for over a year)... In the end, I am still just as proficient as I was before the Run... no skills really went up, and my Cyber/Bio Suite received no real augmentations to its capabilities other than grade upgrades... not too bad for a years run in game...

Anyways...
Voran
Its something of a classic issue (oh, and btw, its just dawned on me that I've been farting around with SR for its 20 years....), of the payout needing to be either directly or indirectly superior to other alternatives available to the runner.

Its both an IC and OOC issue, in-character, obviously a runner would have to earn enough to keep doing what they're doing, but also why they don't just focus on other stuff, like...identity theft and organ-legging, which would likely earn them more money. Out of Character, as a GM you want to be able to string the player group along so they want to keep doing this (the game) and keep their characters in the lifestyle they're 'accustomed' to, without going all monty haul and dropping the treasure of tiamat in their laps for 1 run.

In a tech type game, money will still only get you so far. There's only so much stuff you can buy and carry. SR has rules that limit how much junk you can stick in your body, so even with millions of credits, eventually you'll run out of space for cyber/bio/whatever gear. Even other material gear is limited. I mean sure you can let your runner team run around with gauss cannons and power armor and 53 types of firearms, but eventually they'll get bored, and that also ends up with a different type of game than 'street level'.

Mäx
QUOTE (Voran @ Jul 21 2010, 12:57 AM) *
SR has rules that limit how much junk you can stick in your body, so even with millions of credits, eventually you'll run out of space for cyber/bio/whatever gear

Not really, with enought money you cant really run out of essence as there's not enought usefull stuff to but in you.
Elfenlied
Well, seems like my games tend to be on the higher-end of the pay-spectrum. For the record, we're 5 people taking turns DMing, and our characters are situated in LA.

Thus far, our jobs have been:
1. Bodyguarding a well-known VIP during her daily life, after she's received an assassination threat. Payment was 1000$ per person (was a 2 person job) for 5 days, and a bonus of 2500$ for defeating the assassin. So, in total 7500$ for 5 days of medium risk, high-profile work.
2. Assaulting a corporate outpost in the middle of nowhere. Yes, 'assaulting', as in 'leave no survivors'. Payment was 10000$ per person (this time, 4 people), and the job was fairly high-risk, with the facility being guarded by a small army of Prof rating 4 security, all with biomonitors slaved to the central alarm hub. They later received reinforcements in the form of a SWAT team.
3. Retrieving an artifact from a heavily guarded mansion in a AAA zone (Hollywood). Payment was 30000$ per person. Might seem a little bit high to some people, but the runners had to fight magic heavy opposition in milspec armor with only the gear they could smuggle into Hollywood.
4. Stealing a briefcase combined with bodyguard duty. The briefcase was on private property, guarded by a highly initiated mage, a Cybertroll in milspec armor with high-velocity weapon, and a melee adept ninja type. This time, bringing their gear was a tad bit easier, since it was only a B zone. 25000$ per person.
5. Breaking and entering an Aztechnology airship carrying a platoon of soldiers. 30000$ per person.

As you can see, our games tend to be high-risk, high-reward, in contrast to some of the street level games mentioned earlier. The synopsis on the individual missions was shortened; all missions required copious amounts of legwork, accessing contacts etc.
Voran
I like the street cred/notoriety factor, though if using the 'codes' system from Companion, for someone with the assassins code, that gains both street cred and notoriety slower, there may be a disconnect. So I propose using that cred/notor aspect, and then perhaps an additional factoring based on 'skillset' perhaps?

I'm not quite sure how to weigh it properly tho, and the downside is much added bookkeeping, but the premise would be certain types of professions have higher weight in calculations than others.

On the other hand, if you just take raw cred as a factor (not modified by adjustments, just based on karma) that could work too, more experienced characters earn more than similarly professioned 'newbies'.
Kruger
QUOTE (Mäx @ Jul 18 2010, 12:51 PM) *
well i hope you like your players living in cardport boxes and eating out of garbage bins.
Me i actually like that my character would earn enought to pay her 10k nuyen.gif a month lifestyle expenses, considering thats the reason she runs the shadows.

It's all a matter of taste. First Edition Shadowrun and most of the early fiction seemed to suggest most Shadowrunners were barely getting by. Like it was said, it's good business for an employer to pay as little as possible to its temporary employees like Shadowrunners. And the Shadowrunners have to have some motivation to come back and do more jobs. Remember, a lot of Shadowrunners have limited options in regular society.

However, if your taste is to have the Shadowrunners be much more glamorous characters and live in nice apartments and live it up high society style, then that's your prerogative.

It's kind of the old argument of Monty Haul campaigns versus more restrained loot campaigns. There's no wrong or right way to do it. If your players are consistently doing top dollar runs that require new and expensive gear and equipment all the time, then perhaps, big payouts are needed. Otherwise, maybe if that samurai wants to upgrade his reflexes or slap in some awesome new cultured bioware, he should start saving his pennies. Some GMs ask/require players to put some thought into where and how they got all of their fantastic gear. Obviously any player who starts with more than 50K in gear has some serious cash invested already. Any player up above 150K probably didn't get it running the shadows prior to their "start" as a character.

At the same time, it depends on your feelings about player advancement. Some people are used to easily defined progression tracks like "Leveled" games. Others find that the game is not about seeing how much more stuff from the sourcebooks you can add to your character sheet. If a team is well established and constant, often times players are encouraged to share the cost of things the team needs which means the riggers aren't having to buy every new vehicle they might want.

A GM can also assume runners acquire "filler" jobs in between played runs. There are plenty of gigs a runner can get that don't require the GM to facilitate them. Work this out with your players and it can help them make up much of the cost of their lifestyles especially at the Low level. Then their adventure payouts become largely discretionary.

The way I've always imagined Shadowrun is similar to the way Smurf described it. If your campaign involves real Shadowrunners, then they are going to be cream of the crop individuals with a broad skill base to complement their specializations (which means everyone who ever sets foot on any target compound is has the basic stealth, non-lethal combat proficiencies, and athletics skill set needed, everyone can drive at a competent level, and has the social skills and contacts to contribute before stepping off the LOD). These characters are going to be subtle and professional. Those characters are going to need, and deserve, high payments. This represents the top 1 or 2% of the freelance criminals in any given greater metropolitan area. But their level of realistic opposition (passive and active) is going to be higher too. We're not even talking about those epic runs either. Those kinds of "zero zone" jobs are going to go to the elites, and might even be brought in from out of town.

The level below that are going to be the wanna-bes. This is where the vast majority of player characters I've ever seen are going to fall in. These are either characters not designed with a focused concept and a true grasp of the kind of incredible difficulty even the basic 2050+ security presents on any kind of secured facility, [b]or[/i] they were designed for a lower powered campaign. With 250 points, it's hard to build even a low powered shadowrunner. With less than that, there's just no way. And we're not even talking about some kind of min/maxed monstrosity. There are just so many skills that would be imperative for a top notch runner and that eats up a lot of points.

So, as a GM you have to decide what the reasonable amount of business (and competition) is for your locale. There can't be hundreds of runs going off every month, even in a major city. Business would be unsustainable, lol. And the more competition (read: other runners) in an area drives wages down since Johnson can always find someone cheaper.

But YMMV, and it is obvious some people are driving the Priuses of campaigns. So the best rule of thumb has been said before. If your players can afford everything they want and buy a new expensive toy (different than new mission essential gear) after every run, you're probably paying them too much. And remember, Johnson can always provide equipment they need. They do not, and should not, have to buy everything themselves, especially if it is an expendable asset. Johnson's resources and networks are probably much better than the players'. Their cost for that cool new toy is probably a little lower. Especially if they have a subsidiary that makes them, heh.
Doc Chase
I will forever disagree with this notion that the Johnson would dirty his hands and create a paper trail by providing gear to shadowrunners.

That's what fixers are for.
Glyph
I would agree that the upper echelon of shadowrunning would be people with super-high specialties combined with breadth in secondary skills. At typical 400 BP char-gen, most characters will not start out like this. They will either have a super-high specialty and just enough secondary skills to get by, or they will have breadth of skill but not have anything they are really great at.

I am not sure I would call everyone below that level a wannabe, though. Sure, you need to be that level to get past zero zone security, but there are a million softer targets out there - offices, warehouses, etc. And there are lots of other types of jobs, too - courier jobs, bodyguarding, you name it. A team of 400 BP runners should have some decent options open to them (although 400 BP runners can vary greatly in their capabilities).
Kruger
QUOTE (Doc Chase @ Aug 2 2010, 08:22 PM) *
I will forever disagree with this notion that the Johnson would dirty his hands and create a paper trail by providing gear to shadowrunners.
Well spend a little less time than forever trying to figure out how equipment would be any different than shadowrunners when it comes to paper trails.

If he can hire people, and pay them using some kind of discretionary funds, and not create, or not be worried about, a paper trail, it stands to reason that he can procure inanimate objects in a similar fashion.
Tiralee
Inpu:
QUOTE
You're pretty sure you're going to go with runner. Bunraku is tempting: at least you'd forget about your daughter, who came to the streets with you and ended up broken down into base proteins for a Soya product since at least someone remembered your debts. You're pretty terrified to eat anything soya these days, always wondering if it's her. But then you wouldn't get back at your friend that way, would you?


I am so stealing this.

"And you're pretty sure your saw your daughter's smile in the steak sauce the other day..."




Hmmm....a Toxic, vengeful semi-burnout shamen....hmmmmmyeah....


-Tir
Neurosis
/me casts Stabilize.

I have Method's implicit permission for this necro post. I think it was either this or start a new thread. I have two things:

1) My Thoughts: (Warning: extended ramble follows.)

I think I tend to give out KIND OF A LOT for runs while TAKING A LOT AWAY for expenses. As a result, even though my runs lately tend to pay in the high tens of thousands or more, the players are still kind of poor and living from hand to mouth, having to pay through the nose for fines, bribes, travel expenses, medical expenses, and hired help. I wanted to look at the nine fourth edition adventures I've written. Eight of them (the last eight) form one ongoing campaign, designed to be interspersed with other adventures. A separate eight of them (the first eight) my players have run through.

Note that I have a three person team I GM for, so in this case '60,000 to the team' is more than '10,000 Each'. Your mileage may vary.

Run #1 -- "Simple" B&E. This was something I wrote in the official SR4 adventure formatting just as an exercise. Taking a cue from Missions, the payment was listed as 6,000 + (2,000 * Street Cred) to the team. A provision for more experienced teams to
For future runs I abandoned official formatting. "What's up, Chummer?" and "Behind the Scenes" were kept, but all other sections & pre written readaloud text were lost.

Run #2 -- "Trivial" Courier Run and handoff (with a twist, natch). Apparently I was sticking with the (Street Cred based payment) thing. Payment to runners is 1,000 (+1,000 * Street Cred) each. Once complications arise, though, industrious and smart runners can collect a finders fee from a different character of (5,000 + 1,000 * Street Cred) each and ultra-competent and ambitious runners can steal, well (part of this giant list of stuff was borrowed by or inspired from someone else's adventure)...

QUOTE
*If the runners hit Pier 147 at just the right time, it is possible they can get Isakov’s payment to the bosses in St. Petersburg, 50,000¥ in certified credsticks. *The BTLs are worth 50,000¥ or more on the street to a distributor who knows what he’s doing. If the runners try to fence them themselves, they fence at 30%, just like any other gear being sold.
*The contents of the safe listed in “Smooth Recovery” are up for grabs; the runners may keep them, or divvy them up with the Yakuza.
*There are six stolen vehicles at Pier 147. A skilled hacker/rigger could manage to jack one; they are pretty hot and disasters of many kind could result from trying to fence them. All of the vehicles together are worth more than a hundred thousand nuyen, but it is unlikely that the runners will nab more than one or two.
*Finally, the containers unloaded from the Bulgakov contain the following. This swag is hard to move (i.e. literally, physically) and also hard to move (as in difficult to fence). The contents of one container requires a full size tractor trailer and two hours to load:
Container The First: 20 Cases of 24 AK-97s (240,000¥, kept unloaded)
Container The Second: 76,800 rounds of regular ammunition (153,600¥).
Container The Third: 500 pounds of caviar (95,000¥), 1,000 cases of vodka (114,000¥)
Container the Fourth:Kachina Dolls with 10,000 doses of bliss (150,000¥).


So I guess lesson learned here is that the majority of the payment does not always come from Mr. Johnson. I won't discuss incidental swag for the rest of the runs, to save time/space. But I think this run had the highest maximum potential swag.

Run #3 - Dangerous and Complicated Data Steal. Which is actually a dungeon crawl to the sealed off levels of the ACHE.

One possible faction they can take the run from pays 30k to the team. The other possible faction they can take the run from pays 25k to the team. I believe the run is slightly easier the support given by the faction that pays less. (There are other story-important differences between the two hiring factions but they're not important in this discussion.) Anyway the idea here was that the difficulty of the runs, the street cred of the PCs, and the pay scale were all gradually increasing over time. Note that things did not go smoothly with the second one, as the PCs all got killed or accumulated tons of Notoriety through incompetence, failure, and just plain bad luck, but that's neither here nor there.

Run #4 - High Priority Extraction. Highest paying faction pays 50,000 Nuyen + (10,000 Nuyen * Average Street Cred) to the team. Lower paying faction pays a little less...or literally nothing if the runners worked for them last run and fucked it up. They get a choice from two factions again. Still trying to increase the difficulty and the payoff with each passing run as the stakes get higher and higher in the story. Don't know why I decided to bring back the street cred matters. Note that the person they're extracting offers to pay them 100k instead if they will take him to a third party. But the extra cred comes with a hit to their reps and some very scary enemies.

Run # 5 - Smuggling (Seattle to Hong Kong and back again). This is a side-job so I scaled back both the difficulty and the payment. Payment is either 10,000 + (2,000 * Street Cred) each or half that, depending on how the runners dealt with these Yaks back in Run #2. As a catch, payment is in MCT Corp Scrip, meaning that it is all going back to the Yaks anyway since no one else take sthat.

Run # 6 -- Structure Hit. Against MCT. Difficult AND risky. Payment is:

QUOTE
These geezers will pay you (50,000¥ + ([10,000¥ * Street Cred] – [5,000¥ * Notoriety] ) for the structure hit, plus a 25,000¥ line of credit to your favorite fixer for gear, with a 25% discount on explosives. So, what do you say, chummers? Want to blow some shit up for a good cause?”


Run # 7 -- Mostly legwork, plus some 'Hooding' all in the interest of finding a retired 2050s era ex-runner who has gone off the grid but suddenly become a VIP. Payment is 10,000 Each. Simple enough.

Run # 8 -- High risk wetwork on a high profile target that is very well guarded. Practically a suicide mission. Payment is 250,000. Based on importance, challenge, and risk.

Run # 9 -- A little bit of everything. While not as flat-out blisteringly hard as the last run, this run is the climax of the campaign and is essenitally the kissof. Stakes are incredibly high. Also it doesn't really matter what we give players at this point because those characters (if they survive) are going to retire anyway. But I did want to maintain versimmilitude rather than paying them "a hundred million billion nuyen". So the payment is:

QUOTE
a final payment of 100,000 Nuyen each, and our involvement will be considered at an end. You will each receive 5% up-front, another 5% upon (sub-objective) and the remainder upon our verification of (sub-objective)


Now the more I look at it, the more I see these payments are REALLY all over the place. So can I find an average, even within just the things I have written? Some math and handwaving later, I've got a vague idea that the average payment per runner per run was around 30k. Although I do wonder if we eliminated the 250k and 6k outliers if we'd have something more like 10k per runner per run. How do people feel about that number as a rough baseline of an answer to the "what does a Shadowrun pay" question, before applying situational factors and GM spin?

2) The Question: Has anyone ever reached any kind of an informed, reasonable consensus on this much-much-much-much-much iterated topic? Just because people have highly disparate opinions doesn't mean that a consensus can't be reached...right?
jakephillips
QUOTE (DrZaius @ Jul 18 2010, 01:37 PM) *
I think an important factor towards run payment is how often should your runners expect to get jobs? Presume for a moment the standard starting runner is living in a Low-Lifestyle. Let's also presume that 1/3rd of their income is spent on that. So that's 6,000 nuyen.gif a month in income, with 4,000 spent towards other items. So if they're getting 2 jobs a month, that's an average payout of somewhere around 3,000 nuyen.gif. It seems low, but these are starting runners, so they shouldn't be paid all that much.

Once they get some experience under their belt, they can upgrade to a middle lifestyle. Same situation; 15,000 nuyen.gif a month in income, 7,500 nuyen.gif per job if they're getting 2 jobs a month, and so on and so forth.

The real issue is balancing "rewards" among all your players. Mages need karma, gun bunnies need cred.

That's why I use a Cash to Karma system to allow karma hungry characters to use downtime and spend money to "do work" that is good to essentaily trade in some of the nuyen for karma. Currently my crew is making 15-25k each a run and the rate of exchange is 5k for 1 karma. I make my characters spend 2 days for each 5k they want to turn in doing those good deeds like teaching street kids magic or warding a local homeless shelter or banishing spirits that are menacing the local coffee shop that they frequent. So they can have extra karma instead of extra cash.
Mooncrow
I'm not really sure what you're looking for here. I think the consensus (f there is any) is going to be "it depends".

Assuming (and judging by this and other threads like it, this assumption is not universal) that the GM treats cash like a second karma track and controls it as a method of character advancement, you'll need to consider at least the following variables:

1. What Lifestyle does the GM and/or players want to be the norm for the group?
2. What is the team make up? - heavy tech teams are going to need higher payments than heavy Awakened teams
3. What's the "professionalism" level of the team? Are they "in and out with no complications" or are they "when robbing a bank, I take the pens on chains so I can fence them later" types.
4. Does the team pool resources?
5. How high do you want the "Mohawk level"? - higher tends to cost a lot more.

And there are tons more, I'm sure, these are just the ones I try to keep in mind when calculating payouts.
vladthebad
QUOTE (Doc Chase @ Aug 3 2010, 12:22 AM) *
I will forever disagree with this notion that the Johnson would dirty his hands and create a paper trail by providing gear to shadowrunners.

That's what fixers are for.


I rather think if anybody can make equipment/cyberware "fall off a truck" its someone on the inside. Granted, expensive equipment is more dangerous to make disappear, but these Johnson's are being asked to hire people to commit crimes, grand larceny, etc. They probably have ways to "write off" that delta ware visit.

Edit - The other nice part about offering equipment, rather than ¥, is that it can be a way to give some personality to specific Johnsons. "Mr Watanabe always seems to offer nice Chiba-ware, for those that are interested", that kind of thing. This gives the GM some nice ways to diversify the traditional job offer part of the game. Hell, the johnson might be working through a fixer in any case.
sabs
Well it could be that Mr Wassabe Johnson is using a Chiba Dark Clinic, that he pays with laundered cash, or with favors via shell corporations.
Neurosis
QUOTE (sabs @ Sep 20 2010, 12:52 PM) *
Well it could be that Mr Wassabe Johnson is using a Chiba Dark Clinic, that he pays with laundered cash, or with favors via shell corporations.


Certified Credsticks.

QUOTE
I'm not really sure what you're looking for here. I think the consensus (f there is any) is going to be "it depends".


Well maybe that is the consensus, but what is the average? If a hundred dumpshockers are asked what they think the average payment for Shadowrun X is and then the results are averaged and the mean calculated, does that produce a meaningful number? Why or why not? Is it the closest we can get?

QUOTE
Assuming (and judging by this and other threads like it, this assumption is not universal) that the GM treats cash like a second karma track and controls it as a method of character advancemen


What is the alternative? Is it taking nothing into account but verisimilitude?

QUOTE
1. What Lifestyle does the GM and/or players want to be the norm for the group?
2. What is the team make up? - heavy tech teams are going to need higher payments than heavy Awakened teams
3. What's the "professionalism" level of the team? Are they "in and out with no complications" or are they "when robbing a bank, I take the pens on chains so I can fence them later" types.
4. Does the team pool resources?
5. How high do you want the "Mohawk level"? - higher tends to cost a lot more.


I would love to see a lengthy discussion of the "Mohawk level" issue in and of itself.

QUOTE
Edit - The other nice part about offering equipment, rather than ¥, is that it can be a way to give some personality to specific Johnsons. "Mr Watanabe always seems to offer nice Chiba-ware, for those that are interested", that kind of thing. This gives the GM some nice ways to diversify the traditional job offer part of the game. Hell, the johnson might be working through a fixer in any case.


Agreed.
Inpu
QUOTE (Neurosis @ Sep 20 2010, 06:59 PM) *
Well maybe that is the consensus, but what is the average? If a hundred dumpshockers are asked what they think the average payment for Shadowrun X is and then the results are averaged and the mean calculated, does that produce a meaningful number? Why or why not? Is it the closest we can get?


That's kind of what I'm hoping for, though I'd shoot for a larger number.
Brainpiercing7.62mm
QUOTE (Yerameyahu @ Jul 19 2010, 03:06 AM) *
yukami, while that is certainly a viewpoint, RPGs are fundamentally about advancement, and SR is built for it.


Well, I've played with a GM who seriously said that SR was all about DECLINE! You started out with a runner owning a million nuyen.gif in Cyber or gear (in SR3) and then had to do runs for a a few K. He always said that we would never again be able to afford whatever we got at chargen, so we'd better enjoy it....
jaellot
My game has low pay, but it's getting bigger. I started with a street level, and they have progressed nicely and are really getting a rep. in the shadows so the juicier jobs are coming in.

For numbers, if I recall right they got offered maybe 1,500 to collect some lost gear from a sinkhole (2nd session maybe?) Currently (2 years later) they are working on bringing in a loose cannon team that took a job they shouldn't. I think the going rate in that one is 50K a head if they are alive, 5K if they are dead, paid on an individual basis. I don't know if that's still low for others, but for my guys, it's Scrooge McDuck dough, yo.
Wulffyre
We have been Running a multi User Shadowrun Campaign for over 2 years now, (about 25 - 30 active players) and even did a multi group run Special for Bug City. (Probably one of the best games I played, 20 players and 3 GMs) and our payment varies from experience to experience. Since we almost always have mixed groups (ranging vom 0 to 40 Karma in most games) the pay usually is about 10.000 - 20.000 for a Run that involves open conflict.

If we have our prime Runner Team assembled (6 Characters, all in the Range of 150+ Karma, exellently build and very very experienced players) the minimum payment is about 50.000 Nuyen and it can go up to 150.000 (That was the last one and the best payed one so far)

Noobs: 10-20k
Experienced: up to 50k
Professionals: up to 100k
Top of the Notch: 150k
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