QUOTE (Aaron @ Aug 20 2010, 04:59 PM)
Are people really expecting 30k each per job in Shadowrun? Or even 10k?
Go back and check out the Contacts and Adventures book that came in your GM's screen. Check out the payments on the sample jobs. I'll list some of them for reference.
...
Based on this sample, a shadowrunner should earn 1,605 per job (maybe two grand if your table has fewer than six players). From the data, I also draw the conclusion that shadowrunning is supposed to have non-standard and wildly varied (and mostly "low" if I read people's expectations correctly) payments, with the occasional big score. I'm thinking the best way to get 30k for a run is to get a character promoted and then play in a prime-runner adventure.
Most of these jobs are negotiable as well, some up to double. (The first one on the list is negotiable to 10k plus a 2k bonus.) Granted, that's actually addressed in each Mission.
With a limit of one run per week, your sample average barely covers a Middle Lifestyle, let alone any expenses that might occur (ammo, repair costs, ritual/binding materials, etc.). Also, a couple of these "runs" are jobs that might more reasonably occur in runners' "off-camera" time.
I think what most of us are trying to get at, though, is that there is a disparity between Karma awards and nuyen awards for most jobs. If there were at least a canon way to trade between Karma and nuyen (even at the 2 Karma = 1 BP = 5,000 nuyen rate from comparisons with character creation and advancement), it might be more acceptable. There is precedent for this in the SRM NYC Character Creation and Transfer Guide, in which characters transferring from Denver to Manhattan could sell Karma points for 2,500 nuyen each at the time of transfer.
If as a GM you envision your players playing lowlives (with Low Lifestyle being what they can afford), be prepared for your runners to look for ways to supplement their income and minimize their expenditures. Treat them like lowlives, and they'll start acting the part, resorting to looting bodies, organlegging, etc., to make extra cash--or even to make ends meet. Or even worse, the runners may decide it's more worthwhile to acquire SINs and sell out; the benefits are greater than Low Lifestyle and the personal risk far less.
What I propose is that:
1. The pay offered should be commensurate with the job. I can see a basic datasteal or the ganger favor going for a few hundred. I could see SRM03-02 Block War offering something like this. But most of the Missions are jobs that should pay much higher. I'll point to SRM03-03 Burning Bridges as a prime example: Without spoiling it, the typical runner response is something like: "You want us to do what? And piss off whom? For what you're offering? Next mission, please!" (Or they look for ways to take whatever isn't nailed down as compensation.)
2. The pay offered should be commensurate with the caliber of runners the Johnson is trying to hire. Better runners give a better chance of success. How to scale this? Maybe scale it by Street Cred (which, for the most part, indicates how much Karma a runner has earned) or by Public Awareness (which factors in Notoriety). Both numbers ought to be easily found by a Johnson, if the runner is getting a call at all. Base pay could scale by the table average. The main problem here (if it's a problem) is that the table of "nearly prime" runners gets significantly more money than the "noob" team for mostly the same job.
3. The pay offered should be commensurate with the caliber of the expected opposition. This is the case with current Missions, usually--the Table Rating typically scales the monetary offer well and sometimes scales the opposition well. It's the base pay that sucks for most jobs.
4. Any, all, or none of these could be affected by Negotiation. Maybe swing the table average of Street Cred or Public Awareness (as in #2, if used) by net hits (or a fraction thereof) in the calculation. It's a bit more math on the front end of the Mission, though.