QUOTE (tundrawalker1 @ Feb 12 2011, 08:15 AM)

Just a question and I am not being ignorant here. Do you have a problem with losing players in your group?
No, I have no problem with losing players in my group. Actually, I have about the number of players I am able to GM willing to get into the game.
QUOTE (tundrawalker1 @ Feb 12 2011, 08:15 AM)

I understand what you are saying about an "idea" shadowrun team but why pigeonhole into something they don't want to play?
See, game style is mostly determined by rules, don't you agree? With Shadowrun and its three worlds (RL, Matrix, and Astral), there is just no way to make a complex, interesting adventure using the possibilities the system gives you without needing a diverse set of talents among the team.
Let's try to go with an analogy - it's widely known that D&D class balance is shifted towards casters, especially at higher levels. Does that mean that if a whole party wants to play fighters and barbarians, DM should advise them otherwise? In my opinion, absolutely - because otherwise, when an encounter with fitting CR is upon the party, it will be slaughtered, leaving the DM with a choice of subpar opponents or constant TPKs.
QUOTE (tundrawalker1 @ Feb 12 2011, 08:15 AM)

And then to say that you would kill off the entire team? What would that accomplish other than proving a point that you can kill off such a party at the expense of an entire group of your friends having a terrible time playing a game you are running? We are a group of professionals. We have an archaeologist, metalurgist, electrician, baker, teacher, human rights officer, and a labour investigator in this group of friends. We are not a bunch of 15 year olds so we would not appreciate a gm killing off every member of the team just because they can or to prove a point.
You seem to presume that I'd
deliberately set up the game to wipe them out. This is not so (I dunno, see my signature or sth).
Consider the following: one of the advantages of Shadowrun as a setting is that you can use your day-to-day logic to determine the events of the game in the vast majority of game situations.
Now, suppose we don't craft the adventure specifically for the benefit of the team, and just give them one of the published adventures, or go along with our imagination. One of the most common challenges for a shadowrunner team is hardware security: cams, locks, recording drones. All those things are omnipresent in Shadowrun (it's in the books - a GM might choose to tone it down, but going without means ruining verisimilitude because it goes against your day-to-day logic). What can a team composed entirely of combat specialists do against the hardware security to stay undetected? I hate to spell it out, but realistically - nothing much. It's not like doors blown out and cams taken down is going to go unnoticed.
Now, again, use your real-life logic: what happens when the police gets a call informing them of a group of heavily armed men up to no good in the property of some respectable business? You might say - yeah, but the team are specialists, they are much better at combat then the cops. But think about it - in real life, if even a highly trained team is put against a whole city worth of law enforcement, does the said team have a chance to succeed? Let's just say "not likely".
That leaves the GM with a very limited set of options, really.
1) You can choose to stick to the logic still. In this case, you either have to choose the challenges your team is prepared to face (and note my suggestion of doing so above), persuade the players to form a balanced team with more bases covered, or go with the logical consequences of not doing so, including TPK. That gameplay style makes for believable, deep campaigns with an interesting story respecting the setting's peculiarities and benefiting from them.
2) You say "goodbye" to that boring common sense, and go full pink mohawk mode. Cops in the example above are too busy fighting escaped genecrafted polar bears in the zoo, and never arrive. The team does pretty much whatever it wants to the setting. This approach makes for some easy and fun games, and in no way do I say it's "wrong" or "unacceptable". It just doesn't realize the setting's potential fully, and gives much less food for thought then the first approach.
I typically use the first, "black trenchcoat" style of play when I GM, and I fairly warn my players: do whatever you want, but be prepared to face the realistic consequences of your actions.
Always winning is not always fun, and fun is not necessarily winning all the time.
QUOTE (tundrawalker1 @ Feb 12 2011, 08:15 AM)

Again, no offense is meant to you. I am a total noob here and I would not want to step on toes at all.
>we're adults not some teenagers like you stop your bickering you're playing wrong you egotistical imbecile
>no offense meant
Well, fine then, I guess, none taken :3
QUOTE (tundrawalker1 @ Feb 12 2011, 08:15 AM)

Any of those suggestion you offered are great but I am not opposed to jumping right in and playing something that I would have more enjoyment with. And I don't have to have the most powerful character out there as was illustrated by my first inclination to play a nosferatu

See, Shadowrun is a rather complex system with its rule system far from streamlined. That's why in my experience for a new player it's always better to start with a character only operating in one world: either RL, Matrix or the mages' Astral, just to use less rules and to be able to tell whether his character is good at what he does. Since the rules RL works by are generally known, it makes sense to choose that for a first-timer. Just to do less hysterical flipping through the book trying to recall that specific rule exception you saw somewhere when the rest of the group is waiting for you.
QUOTE (phlapjack77)
That's cool that's how your SR group plays, but really, SR is not JUST about this. Another table may have room for more generalist characters.
Sure enough. If you play thrice each week, maybe your characters make enough Karma to advance their high-ranked skills during the campaign. Or maybe if you have incompetent opposition. Or just play pink mohawk style, where everything goes.