QUOTE (kzt @ Nov 1 2010, 12:38 PM)
SR sleep gas has pretty much none of the drawbacks of real "knockout gas". It's pretty darn safe and extremely effective and predictable.
Not really—I guess it hinges on whether staying in a cloud from a gas grenade during the same turn counts as additional doses. If you say that it
doesn't then Hyper works better than I'd remembered; it has an Immediate damage code but less than Deadly Stun, so the fact that gas grenades make a cloud that sticks around for two turns doesn't make people dead; at the end of the first turn the targets probably take S stun, then at the end of the second turn they take S+3 Stun from the additional damage effect of Hyper, leaving them at a 5-box Physical wound and in no danger of bleeding out (but being caught in the edge of an additional exposure will probably kill them outright).
On the other hand, if you don't interpret it that way anyone who doesn't manage to evacuate the cloud immediately will be taking Overdoses on both turns of exposure, so they're both D stun for a total of 25 boxes of damage (10 Stun, 15 Physical). That'll outright kill most humans.
Either way, far from what I'd call safe or predictable. Effective, sure.
QUOTE (Ascalaphus @ Nov 1 2010, 02:08 PM)
Why can't you be invested in the confrontation? If you're having fun playing a character who's not a total monster, then getting invested in that confrontation shouldn't be a problem.
You know, I'm going to have to punt on replying to this bit for a bit while I figure out what on earth I meant with that phrasing. I think the general line of the idea was mostly just "maybe we just don't like intra-party conflict as much as other groups".
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And why should such a confrontation be so terrible? Suppose it's about how to do a certain job - the Principled Guy doesn't want the orphans shot. The other team members dislike it, so they take the price for the sleep grenades out of his share of the payout.
Right, but it's not just about the cost of the equipment—as mentioned, the less-lethal approach is less reliable, carries more risks, etc. It increases odds of job failure and of blowback. You need to start practicing your actuarial skills to make a serious attempt at putting a nuyen value on all of this, which simply doesn't sound fun to me.
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Or certain types of jobs - if a character really refuses to wetwork against environmentalists, then just tell the Fixer not to call the team for those kinds of jobs. There'll be other jobs.
But again, you destroy believability when the rest of the team that doesn't care suddenly decides to pass up all the nuyen they could be making just to keep the squeaky wheel greased. This is solvable only through actions that aren't fun (the character gets kicked out of the team) or blatant metagaming (the GM doesn't offer jobs that the player would turn down up front, and increases the number of other jobs to compensate).
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It gets more interesting if the GM doesn't start out by offering a morally unacceptable job, but it only becomes apparent later on. This can create a good party conflict, or a challenge to find a morally acceptable solution to the problem.
How is it a "good party conflict", though? In the general case, this just devolves into the aforementioned actuarial exercise.
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If your group had a highly effective hacker - one of the most reliable you've ever worked with - but he doesn't want the group to take orphanage butchering jobs, would you ditch him for that? Or suppose it's the only guy that the mage trusts with his body when he's astrally projecting, and he objects to a torture job, would you ditch him?
The first
can resolve the issue, but it's difficult—in particular, it relies on being
exceptionally good at something very useful, which generally takes a fair amount of cash and karma to do. It's simply not reasonable to take a typical (or even fairly well-optimized) starting character and say "but he's so good we can't afford to lose him", which means you're back to explaining why anyone sticks with the character until they get those skills. The second raises the stakes, as now you're talking about replacing two people, but it also changes the original situation—you now effectively have
two people following the code of conduct (the character and the other character who won't run without the first character).
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A total do-gooder doesn't make a good SR character, but that doesn't mean you have to willing to take every job. Personally, I'd trust someone with principles with my back a lot more than the sociopath who's willing to do whatever it takes.
Sure, you don't have to. Having a firm and firmly-followed set of principles, though, not only eliminates whole classes of jobs but also eliminates classes of "watching your back"—I'd rather have someone who doesn't like killing bystanders but
will than someone who simply won't.
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Principles don't have to be total; you can play a guy who's okay with killing the target, but not innocent bystanders. It limits your options a bit, but you can take comfort that he's less likely to kill the rest of the team so he won't have to share the payout.
Apropos of nothing, but this really doesn't follow—the rest of the team aren't innocent bystanders, and in many reasonable moralities they certainly count as "in the game" and thus fair targets. It's much better to rely on self-interest to protect you against your teammates than scruples.
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I'm not saying it's as easy as the brutal solution, but it's still playable. The game has a lot of ways to make it work; it doesn't force you to play the butchering psycho. The wealth of nonlethal solutions in Shadowrun is one of the game's strong points in my opinion.
Right, sure. The part where I think it gets much messier is when you try to take this route in the face of a team with no motivation to join you in it (well, assuming you try to make the entire run go like this rather than just letting the other characters kill the bystanders).
~J